MOD: Breath of Pestilence

Dark Russell

Octagonecologyst
Joined
Dec 24, 2002
Messages
344
Location
Yuggoth
It was dark…and the ground was cold. His massive feet were in ankle deep in snow. He noticed he was wet. It was raining. He looked up but saw nothing but bright spots left over from the burning white light he had witnessed not a moment ago. It was a dry summer morning. What happened?

He dropped to one knee…he realized now he had been wounded in battle. A battle that was so distant now.

He noticed his sword…the Implementer…was gone. His hand dropped. Blood dripped from his fingertips staining the virgin snow.

There was an awful ringing. His hearing was coming back. He began to hear the rain that was falling lightly around him. It sounded like he was in a forest now...a forest that was once a desert?

Flashes of battle filled his head. Screaming. Sounds of metal clashing. And the blood. So much of it. It was the end.

Footsteps startled him from his haze…crunching through the forest…they were coming this way. Voices could be heard, in unknown tongues.

A patrol under an unfamiliar banner. Men…why was it always men? They fanned out as if they were looking for something. Him, maybe?

To wounded to run he would have to take a stand. There were only 12 of them.

"There, by the tree. It's an Orc. Bring it here so I may find out what it saw." spoke the Bannor commander.

Three of them came, spears in hand. Two to throw…one to keep. The first man approached and grabbed his cloak to lift him from the ground.

He was heavy for a Great Orc but not very tall in stature. At five and a half feet he was quite short but his broad shoulders and massive strength easily made up for any lack of height. He was the runt of the litter, but still nobility. A Great Orc prince would not be easy prey.

Startled by his weight a second man approached cursing him and poked him with his spear, a spear which was quickly grabbed and pulled free from weak man-hands.

The first man stepped back in astonishment as the Great Orc rose quickly to his feet throwing off his cloak to reveal a suit of night black chain, heavily stained with blood and a pair of waist slung scimitars.

Before the second mans sword was drawn his spear was loosed, sailing through the air to find a new home in his commanders chest.

The forest was silent for an instant as the commander took several steps back falling into a tree.

Turning to face the Orc, the first man found only a steely death at the end of one of its scimitars and the second met a grizzly end as its mate ripped at his neck. Grabbing the first mans spear the Orc quickly turned, launching it at the third man. Panic struck the rest of the patrol and they scattered. As the third man hit the ground, the Orc moved past him grabbing his spear as he went.

Hunting…it had been a while since he had done that. The thrill of the chase was a feeling that was almost lost after years of war. These men were city dwellers, no match for a Great Orc in the woods at night.




By morning the rain had stopped and the sun began to melt what was left of the snow. It was time to find out where he was. Using what healing herbs he had left in his pouch to mend his wounds, he moved southwest, away from where the men had come. As he moved he searched for anything familiar. Something, anything that would help him find his way but nothing was recognizable. Even the sounds and smells were different somehow. Days of travel revealed nothing. On the eighth day he heard voices yelling. They were rough, not like those of men. Slowly, he crept upon a clearing where he found a band of tall Orcs accompanied by a group of small humanoids. They were arguing about something but he could not make out their dialect.

“We will find out where this one came from now. I’ll not bring this witchdoctor anywhere near Jonas until we know his motives…” screamed Chufas, the largest Orc in the group. “I will find out or he’ll die! Whip him again.”

“No, it is not for you to decide. Jonas will be angry. We were to bring back what we found” cried Sneefuss, the leader of the Goblin scouts. Sneefuss was unusual for a Goblin. He would talk back to the Orcs and in so doing had taken a fair bit of punishment in his time. Scarred and missing several fingers, Sneefuss was able to get away with his insolence because he enjoyed the favour of Jonas Endain, king of the Clan of Embers. Jonas favoured Sneefuss for his affinity with wolves and wargs alike, a talent few Goblins possessed but one that was necessary to keep the Clan’s Warg Riders in line.

The Orc whipman paused. “Whip him again!” barked Chufas, and the whipman proceeded.

Tied to a tree hung a narrow figure. “A crossbreed, but with what?” thought Sneefuss as he stood now powerless to stop the savage beating. He sniffed near him. “That scent was familiar but distant…human maybe? …Elven. That was it! The half-breed was half Elven!” Sneefuss was dumbfounded. Then something happened that made his spine shiver. After hours of torture, the half-breed began to laugh. It was quiet at first but quickly got louder. The whipman stopped. Chufas slowly approached him. The half-breed raised his head slowly and stared into Chufas’ eyes stopping him dead in his tracks. The half-breed smiled and uttered two words, ”Your dead.”
Chufas’ eyes went wide. The Goblins began to stir. This was some type of witchdoctor after all.

A slight whistling sound broke the silence followed closely by a loud crunch. The whipman turned to find Chufas impaled from behind by a spear and there, across the clearing stood the Great Orc Pestilence, scimitars in hand glairing with hate.

“Brother” the half-breed uttered. “we are lost.” Grimmlaxx the half-orc, half-elf, half-brother of Pestilence slipped into unconsciousness, there to recover before their long journey ahead.
 
The Breath of Pestilence mod introduces a new Civ to Fall from Heaven, the “Breath of Pestilence.” Loosely based upon my earlier rolemaster roleplaying campaigns, the story of the Breath of Pestilence in Erebus begins with the establishment of an autonomous Goblin civilization.

The short back story is that Pestilence (a Great Orc Warrior Prince) and his half-brother Grimmlaxx (a half-Great Orc, half-Wood Elf Warrior Mage Prince) were accidentally transported to another world during an epic battle for the survival of their people in and around a ruined ancient magical stronghold. During their stay on this new world, they spent time trying to solve the riddle of what had happened and what they could do about it. In the discovery process, they freed a band of Goblins from the brutal rule of a Hobgoblin overlord and helped them find a home of their own. It was soon discovered that this new home sat upon another ancient magical ruin. After a few years went by, their tribe was able to create a stable gate to this new world with the help of their last remaining Mage, Urdûn. They were then forced to make a choice. This new world was full of new dangers, but their tribe had no real future where they were. The half-brothers could go back and face their undeniable extinction or they could move their tribe to the new world and hope for the best. They opted for the latter. The only fear now was that the Great Enemy would find out what happened and pursue them…

Right now, a playable version exists for 0.22 but I am wating for 0.25. Once 0.25 is released I will port over the BoP civ and integrate the features into the game, including a few new "Unique Feature" ideas I have. The Goblin civ will have a few restrictions in the early game to represent their diminished numbers but because of Sneefuss, they can be animal masters early. Their early game units are based around upgrading through combat, much like the Clan of Embers Goblin to Warg Riders dynamic. While the jump in power is not nearly as great, the diversity of the types of units make early game play far more interesting and challenging.

The Breath of Pestilence Clan (BoP) starts with a few unique units that can be upgraded throughout the game. Pestilence, Grimmlaxx and the Goblin Chief Sneefus are three such units. Each has special abilities and different rolls. Sneefus is a buildable hero which is available from the start of the game who is strength 0 and starts with subdue animal. The remaining 6 "hero's" are available through Outlanders. Outlanders are the same as adventurer's but can only upgrade into one of the 6 unique hero units and are generated through GPP's supplied by the palace and one other building.
The BoP start the game with the Raider, Barbarian and Elusive as their traits. Elusive gives most foot units immunity to first strikes and +10% bonus to withdrawl chances. The Goblins are very defensive by nature as they are weaker than most clans. Staying elusive and raiding others gives them the supplies they need at very little risk.

Goblin scouts have an affinity with wolves and will team up with them when victorious in combat and have also been able to champion baby spiders as well. As well, Goblin hunters have been known to gain the trust of lions, panthers, and spiders if they can best them in combat. Each new joined unit has its own special abilities and strengths.
 
List of Game Modifications:

1> Altered goody hut results
2> Goblin Civ "Breath of Pestilence" added with 2 leaders (Sneefus - Raiders/Barbarian/Elusive and Pestilence - Raiders/Outlander/Elusive/Agnostic)
3> Unique early game Goblin units, techs and special buildings
4> Unique Breath of Pestilence units and special heros


Goblin Units and Upgrade paths:

Goblin Renegade: Upgrades to Goblin Scout (with Exploration) and Goblin Spearman (with Crafting)
Goblin Scouts: Increase in ability as they defeat wolves or baby spiders
Goblin Scout (1str, 1move) -> Goblin Tracker (1str, 2move) or Wolf Rider (2/1str, 2move) -> Goblin Wolfmaster (2str, 2move) -> Wolfmaster upgrades to Goblin Hunter, Wolf Rider upgrades to Worg Rider. Goblin Trapper (1+1poison, 1move) is created when victorious in combat with a baby spider.

Goblin Hunters: Increase in ability depending on the unit they defeat
Goblin Hunter (2/3str, 2move)
- defeat lion -> Huntmaster (3str, 2move, subdue orc)
- defeat panther -> Stalker (3str, 1move, woodsman2)
- defeat spider -> Spidermaster (3str +1poison, 1move)

Goblin Spearman replaces Warrior
Goblin Spearwall replaces Axeman
Goblin Archer replaces Archer
Goblin settlers can only be built in the capital (represents diminished Goblin numbers)

Individual Units include (must be upgraded from "Outlander" Great Person, much like Adventurers):
Pestilence (warrior)
Grimmlaxx (scout)
Urdûn (adept)
Urdûn has a special seeing stone (buildable) that works like a bird but can only be carried by him and has a greater range
Hobnob (giant warrior)
Rheadûn (warrior)
Gûyeer'Nak (scout)

Sneefus Starts of as a 0str hero but has access to special promotions as he advances

Other game mechanics:

Goblin Renegade is the result of a successful attack by a "Subdue Orc" promoted unit (there are only a few capable units) against an Orc Spearman or Goblin. (chance sae as slavery)
Hill Giants will result from a successful attack on a Hill Giant by a "Subdue Giant" promoted unit. (chance sae as slavery)

Added a couple of Exotic Animals from Mod v0.1 by Zuul and adapted it to fit the game schematic. As far as animal cages go Polar Bears are treated as regular Bears and Cheetahs are treated as regular Tigers. I also added a Shadow Tiger...beware.


Unique Goblin Buildings:

Based on the story, the ancient ruins for dimentional travel can be found (built) to allow specific units from Pestilences' home world through (opens up later game units).
Can create spider cult which includes units, Temples, Palace and Spider Pit for breeding special units.

Unique Techs:
Seeds of Rebellion (Breath of Pestilence starting tech)
Outlanders (requires Seeds of Rebellion and Exploration - allows special heros)
Ancient Magic (requires outlanders and Cartography - allows Bar en Ibun to be built)
World Bridge (requires Ancient Magic and Knoledge of the Either - allows a few special units and buildings to be built and opens up some specific promotions)
 
Wow, nice story :goodjob:
but the half elf thing really escapes me too :(

Anyway it sounds very very interesting, if you get this playable and enjoyable, i might create some units for the Breath of Pestilence ;)
 
@seZereth: Thanks for the unit offer. I am currently using altered models from FfH (mostly size, number and configuration changes) but fresh art would be nice.

The half-elf thing is a long story. Short end of it (very short end of it) is that the enemy they were facing on their originating world had experimented with crossbreeding races. Grimmlaxx was one of the few successes. His father was the captured king of the Great Orcs. It won't play into the game at all, I just felt I needed to be true to the character when I wrote this...
 
General call for assistance!!!

I am looking for a little help with some XML coding. I have a unique unit I want to be able to upgrade to another unique unit. The first one has a specific unitclass and so does the second. The first unit upgrades to the unitclass of the second but also requires a specific tech and building. No matter what I do, the upgrade button never shows up. Just wondering if there is something else I need to do. Thanks in advance.

Oh, also, is there any way to create a settle unit that can only build a settlement (like the one the Kuriotates have)? Thanks again.
 
I can look over your code if you want to send me the UnitClassInfo and UnitInfo files(and the name of the units I'll need to look at :) ).
As for the second.. I think that might be a really good idea. Have a Settler Unit for cities, and a seperate one for Settlements. Thats going to require some Python coding for sure. Maybe double the cost of City Settlers, and have the Settlement Settlers pull a Pop point from the city it is built in.

Cheers!
 
Rolemaster!

Now that brings back some good memories :) Never found anybody who played after I moved to Connecticut.

As for the mod-mod, sounds interesting, can't wait to try it out!
 
Hi Dark Russell, have you made any progress with this?

Cheers!
 
Quite a bit actually. I am torn as to what to do once the game progresses past tier two units as the only art for Goblins that exist are the spearman, the archer and the worker. I am also working out a few newer mechanics (just combos of existing ones really). I also am trying to reskin a few units and get some proper text entries to make it easier for people to follow what stoyline I am able to work into the Breath of Pestilence Civ.

I have a playable version (meaning no errors) so far (I am trying to work out all bugs as I add content). Are you interested in giving it a bit of a test for me?
 
Yeah, always interested. I'm not much of an art guy, so I can't do much for you on that end, but certainly love to see how things are progressing for you. Glad to hear you're moving along with it.

Cheers!
 
I finally have some free time to try to get this mod into a playable state so I migrated all of my work from 0.2 to 0.22d an now, even though I did not miss any changes in the transfer, certain things aren't working.

Examples:
Breath of Pestilence civ dosen't start with the enhanced settler.
Even though it has the Barbqarian trait, it starts at war with the barbs.

I was just wondering if some of the game mechqanics got moved to the .dll file? (if I have my terminology correct) If so, am I in deep podo here?

Any insights would be appreciated.
Thanks.
 
Very nice civ idea, just saw this now. Would be great if you can successfully complete it. Good luck with that!
 
Hey DarkRussell, glad to see you back on the mod. Would still love to add it to my mess... maybe if you sent me the version you're working with now, I could debug it some at the same time.

The settle thing could be a python issue, I seem to remember that the initial settler is add @ onGameStart(but I haven't done any work in py yet in .22, so I am not sure if thats still true).

Not sure about the barb trait.. nothing has changed there that I know of, but I know that if you are a Barb civ, and your score is.. 50% higher(?) than any other civ, it will put you at war with them. Not sure if thats relevant or not, just a thought.

Cheers!
 
Hey DarkRussell, glad to see you back on the mod. Would still love to add it to my mess... maybe if you sent me the version you're working with now, I could debug it some at the same time.

The settle thing could be a python issue, I seem to remember that the initial settler is add @ onGameStart(but I haven't done any work in py yet in .22, so I am not sure if thats still true).

Not sure about the barb trait.. nothing has changed there that I know of, but I know that if you are a Barb civ, and your score is.. 50% higher(?) than any other civ, it will put you at war with them. Not sure if thats relevant or not, just a thought.

Cheers!

I'll try and get one off to you asap.

The python looks the same. I didn't change anything there, I just added a few things later in the code.
As for the barb trait, the game starts me at war with the barbs. Its almost as if the game doesn't see me as a valid civ.

I'll keep poking around but if I can't get it to work, I'll be forced into plan B which is trying to add Pestilence as a third leader of CoE...an idea I loath.

Thanks for your help! Back to the drawing board.
 
Do you have python exception popups enabled? Sounds like a python error

To enable python popups in your CivilizationIV.ini change:

Code:
; Set to 1 for no python exception popups
HidePythonExceptions = 1
To:

Code:
; Set to 1 for no python exception popups
HidePythonExceptions = 0
 
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