Rise of Darkness

cyther

Lord of the Dance
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The Rise of Darkness modmod contains a few changes and tweaks to the Fall from Heaven Mod. A brief list includes guardians for the lairs, a new shapeshifting civ, a new winged civ, node tile values and, the upgradable heroes modmod.

Compatable with Fall from Heaven 2 .41d

Current Version : .22J
Quickfix : None now

DLL changed files: At the bottom of Page 3 there is a file called changed files it contains all of the files changed by the Rise of Darkness DLL (Not updated since RoD.22)

Link to Download

Cult Of Nikito:

The followers of a mysterious man named Nikito, who saved a small village from frostlings in the Age of Ice. Nikito is a shapeshifter and visionary who knows many strange facts and spells. The ordinary citizens of his empire are weaker than normal people due to strange disapearences of those who challenge him. Although a select few can become shapeshifters themselves. Nikito himself fights for good but his methods and tactics are disturbingly evil in their nature.

The Cult of Nikito has access to a unique line of Tier 4 units, shapeshifters and massive fleets of airships. Unfortunatly all units that the Cult of Nikito builds aregiven the weak promotion. Nikito starts out as a weak leader with only one trait but soon he gains more traits than any normal leader can hope to accumulate.

Screeenshot:
Spoiler :


Arkitan:

Elves who decided to leave the forests and worship Tali, the Arkitan have become a winged civilization. Their leader Tuanra is an ex-priest of Sucellous who discovered the powers of geomancy. Apart from the powerful general and hero Urcitas, only some women in the Arkitan empire can get wings. The Arkitan are a civilization of powerful mages but one that can also attack from almost anywhere.

The Arkitan have access to a flying mounted and recon line and a flying naval line. Their navy although having the ability to fly the early units can only enter the land inside cities. Their hero Urcitas is a strong midgame hero and his upgrades can specialize in a stealthy or an all out attack. Archmages are harder to obtain but are made stronger by their terrain dependent geomancy spell. Overall the civ offers a strong playstyle for players who wish to use more strategy than a brute force to kill their enemies.

Refugees:

Florina was a young Elohim girl when the Overlords took over her town. There were no survivors save her, for the Drowns couldn’t see her as she was hidden by an unseen force. From that day she traveled the land until she came upon a caravan of Nomads. They adopted her and she was later wed into the throne with the firstborn prince of them. Once again the Overlords came but she was not seen as she saw the Drowns rip apart her husband. There were a few left this time and from them she pledged to create an empire open to all men and women who suffered the horrors of war.

The Refugees are much like the Elohim in play style but are different in a few ways. They have the assimilation ability and a very dynamic hero who grows depending on what city types you upgrade him in. Want a demonic werewolf vampire, upgrade him in Infernal, Doviello and Calabim cities. But be aware that there are bonuses possibly greater if you maintain the same civ in which he is upgraded.


More Magic:

Esus grows in power gaining with his own backstabing priests and maurauding bandits. The higher levels of magic have more spells and mana nodes grow in value prompting more choices. Will you choose a sun node for a boost to the food and commerce of the city or the empire-wide reasearch bonus of mind mana?

A More Dangerous Game:

Epic lairs spawn dangerous guardians to protect themselves. The vile Infernals have grown rapidly in their power. The heroes of Erebus are much more powerful and Orthus is once again an early game terror.


Special Thanks to:
Civ Fanatics'
FfH Design Team
Fall Further Team
Magister Cultuum (a number of the ideas are his)
Imuratep for the idea of a shapeshifting civ
Rystic for many great CotD events
Chuggi for some boat models
Psychic Llamas for Tower of Eyes and Blair of Lacuna models
Benjamin Embarec for finding many balance problems and bugs.
Deon for assorted Art
WarKirby for even more Art


Incorperated Mods
Greyfox's Improved Pedia and Production Popups
Black Impertators's More Event Mod
Xienwolf's Great People Mod
Jabie's Crafts Process Mod
Mailbox's Legion of D'Tesh Civ
Valkirinon's FF+ (Parts)
Piece of Mind's Advanced Combat Odds
TurinTurinbar's AI mod
Honor's Arcane Mastery Mod
Cyther's Upgradable Heroes (Fear me, I can talk in different persons :crazyeye:)


Feel free to post any comments, ideas and especially bugs.
 
Here is a list of changes to the game:

New Civ: Cult of Nikito

Civ trait: ARG prevents building of temples, priests, and researching religous techs
  1. Leader:Nikito Almnt: Neutral Trait: ING note: every once in a while Nikito gets to choose a new leader trait
  2. Hero: Nikito 3 :strength: 1 :move: acts as an adventurer
  3. Nikito can return to his form of Nikito through a spell allowing faster leveling and the ability to gain promotions from many unitclasses
  4. Unique Tier 4 units; they have no diffenence just are needed for a special function
  5. All built units start with Weak promo
  6. Late game Airships
  7. Two items: Tome of Truths and Tome of Nikito
  8. Tome of Nikito: 100 :hammers: if held can cast cleanse weakness to remove the weak promotion
  9. Tome of Truths: 500 :hammers: if held shapeshifters can become tier four units
  10. Spell: Become Shapeshifter: turns unit into a shapeshifter
  11. Unit: Shapeshifter: 3 :strength: 1 :move: can upgrade as an adventurer starts with the shapeshifter promotion that adds 1 extra :strength: and allows them to return to the shapeshifter unit allowing returns to the shapeshifter unit to gain promotions from other unitclasses
  12. Nikitan tier 4 units can can cast Release a spell that increases their strength, healing and spell damage. Takes 5 turns to cast and the effect wears off after a while.

New Civ: Arkitan the Winged Civ

Race: Half Elf

Leader: Tuanra Rds/Chr Almnt: Neutral

Unique Buildings:
  1. Aviary: special hunting lodge: Provides flying promotion to recon units
  2. Geomancers Temple: special alchemy lab: Requires Sun, Nature and Enchantment mana Req to train geomancers.
  3. Arkitan Palace: Provides Nature and Air manas and Reagents.
Unique Units:
  1. Bird Tamer: Scout: If a bird tamer defeats a griffon in combat it will upgrade into a griffon rider
  2. Griffon Rider: Horseman with winged promotion
  3. Griffon Archer: Horse Archer with winged promotion
  4. Griffon Knight: Knight with winged promotion
    (The Arkitan can not build the Chariot Line)
  5. Geomancer: Archmage: 8 :strength: starts with winged can cast Geomancy
  6. Urcitas: Hero of the Arkitan 7 :strength: 2 :move: starts with winged and Hero Melee class Req Iron Working
  7. Urcitas the Berserker: Upgrade of Urcitas 15/9 :strength: 2 :move: Req Rage causes Collaterol
  8. Raptor: Upgrade of Urcitas 13/10 :strength: 3 :move: Starts with stealth Req Mithril Weapons
  9. Arkitan boats can give themselves the winged crew promotion

New Civ: The Refugees

Leader: Florina of the Refugees (Cre, Tol, Arc)

Removed Tolerant from the Elohim
Added Sirona's Beacon Unique Feature
Added Several onPythonmove functions for Elohim units that move onto Unique Features. The functions give the Elohim leadertraits.

Ritual: Song of the Hero: can only be performed by the Refugees but can't be built in the Refugee nationality city.

Religious Modifications


Order:
Priest of Order: Law 1
High Priest of Order: Life 1

Empyrean:
Priest of Empyrean: Sun 1
High Priest of Empyrean: Fire 1

Runes of Kilmorph:
Priest of Runes: Earth 1
High Priest of Runes: Law 1

Fellowship of the Leaves:
Priest of Leaves: Nature 1
High Priest of Leaves: Air 1

Octopus Overlords:
Priest of Overlords: Water 1
High Priest of Overlords: Chaos 1

The Ashen Veil:
Priest of Veil: Entropy 1
High Priest of Veil: Fire 1
High Priest of Esus: Chaos 1

Esus:
  1. Bandit: 7 Strength 1 Move Has Hidden nat. Crazed enraged melee
  2. Bandit Lord: 11 Strength 2 Move Has hidden nat loyalty
  3. Priest of Esus: 5 Strength 1 Move Has Shadow1 Channeling 1+2
  4. High Priest of Esus: 7 Strength +1 Poison 1 Move Has Channeling 3, Twincast, Chaos 1

Changes to the Doviello
  1. Gave Chadron Charismatic
  2. Beastmen have chance to upgrade into Sons of Asena from Combat
  3. Sons of Asena have chance to upgrade into Battlemasters from combat

Upgradable Heroes

Every Civ has at least one upgrade for heroes
Hero Examples:
  1. Orthus upgrades into stronger forms
  2. Eurabatres can turn into Cardith
  3. Abashi can summon Tebryn
  4. Govannon can summon divided souls without duration
  5. Hyborem and Basium are immortal
  6. Although he does not upgrade Auric is way more powerful
  7. Herne is the Kuriotate hero and now the target of reserection.
  8. Added a new weaker version of Herne avaliable at trade that upgrades into the current one.
  9. Sheaim hero: Malchavic avaliable at necromancy, he has the same abilities as the Necromancers but only for Tier 1+2 units.
  10. Malchavic had an upgrade at Strength of Will so he can Necromance all Tiers of units

Mana node values
  1. Fire: +2 :hammers: +1 :commerce:
  2. Water: +3 :commerce:
  3. Sun: +2 :food: +1 :commerce:
  4. Nature: +2 :food: +1 :commerce:
  5. Metamagic: +2 :hammers: +2 :commerce:
  6. Shadow: +1 :hammers: +1 :commerce:
  7. Death: +1 :hammers: +1 :commerce:
  8. Air: +1 :food: +2 :commerce:

Lair Guardians
Lair Guardians spawn when the lair is first walked upon
All unique features appear on every map
  1. Broken Sepulcher: Spawns Barbatos: works like the origional Barbatos
  2. Pyre of the Seraphic: spawns a powerful Azer called the Eye of Bhall who can summon Azers.
  3. Brandalines Well: Spawns a Soul Lord: Wraith with 10 Strength +6 Death +1 Aff. Death 0 Movement. The Soul Lord unit Can cast Oversoul, a dominate spell with high resistance.
  4. Aifon Isle: Spawns the Leviathan

Living Forts
The living Forts uses five new units:
Mason: 200 2 the Mason unit would be buildable with Masonry and would be able to create the fort units on tiles with the fort improvement on them with a spell that has some duration.
Tower: 5 Strength 1 Movement Fort Class (would be spawned on ancient towers)
Fort: 7 Strength 1 Movement Fort Class. This would be the default fort that masons create and would be able to upgrade s/w Fortification 1 with later techs and levels
Castle 10 Strength 1 Movement Fort Class s/w Fortification 2 Req Mathmatics
Citadel 15 Strength 1 Movement Fort Class s/w Fortification 3 Req Blasting Powder
Note: The forts have but can not move from their location because they can not enter any terrain. The movement is added in so they can heal and so they can be activated once they gain a promotion.

The Forts also create a cultural border similar to the ones from Final Frontier.

Promotions of the Fort class:
Fortification 1: Increases passive exp growth (would work like Channeling)
Fortification 2: Increases passive exp growth
Fortification 3: Increases passive exp growth

Promotions Requiring Fortification 1
Combat 1
Medic 1
Drill 1
Magic Resistance
Guardsman
Magical Garrison 1 (Requires KotE): Allows casting of the push spell (pushes back units)

Promotions Requiring Fortification 2
Combat 2
Combat 3
Medic 2 (Requires Sanitation)
Drill 2 (Requires Archery)
Magical Garrison 2 (Requires Sorcery): Allows casting of Poisoned Blade, Enchanted Blade, Flaming Arrows

Promotions Requiring Fortification 3
Combat 4
Combat 5
Medic 3 (Requires Medicine)
Drill 3
Drill 4
Magical Garrison 3 (Requires SoW): Crush

Aligenment Titans

  1. Evil:
  2. Added Odio unit who uses the Ira strength function for strength growth.
  3. Odio can be freed from Odio's prison if the civ is Evil by a lv 15 unit.
    Neutral:
  4. Added the Item Heart of Stone: allows user to cast petrify which causes enemy units to gain a temporary held promotion (50% wear off per turn) The only current way to obtain it is that it is held by one of the guardians and the pristinus pass.
  5. Added the Body of Stone Building: Requires a lot of different manas, feral bond and the Heart of Stone to be in the builder's city
  6. Added Ryloc: a neutral hero that requires the Body of Stone Building. Has 13 :strength: +2 Earth mana affinity starts with Dragon, Channeling 1-3 and Earth 1-2
    Good:
  7. Brigit is now only freeable by good civs

Guilds
[*]Guild of the Nine: Allows the Hiring of Mercenaries and the purchase of some Items in cities with the Guild.
[*]Cult of the Dragon: Causes many strange events in the cities that it appears in. There are three techs related to it and several new units, but beware for the further you let the cult progress the closer you are to losing your empire entirely to it.
[*]Unique Feature: Forge of Leucetios: A relic from the Age of Magic. The Cult of the Dragon wishes to use to create people that are like Dragons.

Expanded Magic
[*]Many new spells including some cross-sphere spells
[*]Incorporation of the Arcane Mastery Modmod by Honor

Other

When Great People are created they will display a popup

Buildings:
  1. Added a Palace for the Barbs to allow them to use Immortals

Promotions:
  1. Twincast: causes +25 spell damage
  2. Winged: can cast Take Off adds flying/ can cast Land removes flying
  3. Mageborn: +5 Spell Damage, Units gain passive exp more quickly. Given to all Amurite Units.
Equiptment:
  1. Heartstone: acts as a mobile one use immortal promo. Can be found in dungeons. All liches start with one.(except Barbatos)
  2. Arkitan Wings: Grants flying to the Holder
  3. Beastial Pelt: Beware equiping this item your units. It turns the strong into werewolves and is not removable by normal means
Units:
  1. Grigori Trainer: 4 Strength 1 Movement Nat limit:1. The Grigori Trainer can apply Grigori Adventure promotions to the militia
  2. Dunecrawler:10 Strength 2 Movement Starts with Hidden, Stoneskin
Spells:
  1. Summon Dunecrawler: Malakim Archmages can summon Dunecrawlers on Desert
  2. Calabim can raze their cities by feasting when the city goes under 1 pop.
  3. Eaters of Dreams can feast a city to death.
  4. Allowed the Overlords to take control of the Leviathan
  5. Allowed the Sheiam to reserect the Four Horsemen under their control for a heavy price.
  6. Made the Four Horsemen spawn under the control of the Infernals if the Infernals are alive.
  7. Gibbon Goetia turns into any unit that he defeats in combat and can turn back with a spel
  8. Sever Soul are now tried to a promotion



18. Mokkas cauldron is now equipment and thus movable from city to city.
19. Barbarian trait reduces culture not research
20. Cretive trait is now +1 and +50%
21. Lumbermills provide +1 with Engineering and +1 with Guilds
22. Obsidian Plains provide +3 and floodplains turn into obsidian plains under hell terrain
23. Adventurers spawn automatically in Grigori lands but there is still a reduced amount of Great Adventurer points provided from the Grigori UBs
24. Epic Lairs and Dungeons are now permament but have a wait time until they can be expolored again.
25. Barbatos come in two Flavors: the normal one and an enraged one if his releaser makes the wrong decision but there is now a reward to the player who defeats him
26. The Amurites Wizard UU has 6 and the Amurites has a new Battlemage (Archmage replacement) with 8 that can use weapons
27. New Arkitan Leader: Counciler Cirgala (Org, Sum) recieves better results from the Cult of the Dragon
28. New Arkitan Unit: Arkita: A dragon Avaliable with the final CotD tech
29. New Arkitan Unit: Geomancers Guard: A strong unit that can't be built with any leader but Tuanra
30. The Sign events happen at a predetermined rate and display a marker in the corner of what sign is in prominance.
 
Known Bugs and glitches:

Current bugs:
  1. None

TXT_KEY Issuses:
  1. None

Patch K (will break savegames)
  1. Finally Fixes Furious icon
  2. Updates to FfH patch g
  3. Forts can't board ships
  4. New Unit: Floating Castle 5/15 :strength: 3:move: Can be built by workboats natlimit: 4
  5. Removed spell delay on arm fort spells
  6. Fixed bCasterNoDuration thanks, Ahwaric

Patch J
  1. Fixed text file
  2. Fixed absorb strength spell
  3. Only D'Tesh can build D'Tesh
  4. AI values Sheut Stone in trades
  5. Filled in Helps for spells:
    • Call of Patria
    • Decimation
    • Nature's Revenge
    • Undeath's Dominion
    • Absorb Strength
    • Doublecast
    • Beastial Pack
    • Machine Alive
    • Motivations
    • Populous
    • Barrier

Spoiler Older Patches :
Patch I
  1. Changed the Color of Agathile Roads
  2. Removed some more python intensive Constellation event effects
  3. Fixed a bug with Nikitan minor heroes that made them spawn in multiple cities
  4. Fixed a python error in bribing
  5. Bribing can't be used if it costs more gold than you have
  6. Calabim can feast to cities to death
  7. Ghost Ship event will not trigger every turn
  8. Fixed art glitch with Amurite Horse Archer
  9. Creation1 requires Creation Mana
  10. Starting Settler allows movement into Wildlands
  11. Cult Uprising event will not occur every turn

Patch H (breaks savegames):
  1. Fixes D'Tesh Yields in Wasteland
  2. Elven improvements appear below forests (Thanks, Monkeyfinger)
  3. Lumbermills can be built in Ancient Forests
  4. Khazad use Dwarven Mines (FF+)
  5. Fixed an issue that allowed the Malakim to build forts anywhere
  6. Dwarven Slingers upgrade into Arquebuses


Patch G ( breaks savegames):
  1. Promotions that allow entry into wildlands will tell you (Wildlander, Orc, Werewolf)
  2. The Council of Esus can bribe units into joining their civ
  3. Kelp feature, only appears on coast (created by OO civs with Workboats)
  4. D'Tesh makes Wastelands; becomes Marsh with spring, Plains with vitalize
  5. AI civs show relation to you in the scorebox (From FF)
  6. If a civ is using Sanctuary it shows the defense symbol in the scorebox
  7. New Esus Hero: Lord Du'mi

Patch F (breaks savegames)
  1. Compatable with FfH 41D
  2. Moves more functions of hinterlands into DLL to improve gamespeed
  3. Allows the Inimici to sell slaves
  4. Fixed a python error that could occur when Auric died
  5. Fills in some TXT_KEYs and pedias
  6. D'Tesh is immune to the Blight
  7. The AI will use forts now

Patch E
  1. Fixes the error from Patch D that removed interface
  2. Fixes the python error when a unit is killed from Patch D
  3. Adds in Art for the Bedowin Improvements

Patch D (Breaks savegames):
  1. Push spell can now be casted
  2. Grigori Adventurers spawn at one-third current speed
  3. Diplomacy for all leaders
  4. Constellation Events can't occur for dead players
  5. The Guardian can't be replicated
  6. Arkitan now maintain Forests after building improvements
  7. Shapeshifters created with Great People points now get a popup
  8. The Items held by the four horsemen give hidden nat. to prevent them from entering foreing cities and causing a CtD under the control of the Infernals
  9. The White Hand creates the Auric unit who can gain promotions and becomes Auric Ascended when the Ascension ritual is completed. His death does not stop the ritual but he will not keep his promotions if he dies

Patch C:
  1. Lair Bosses are leashed within five tiles of their lair
  2. Fixed an Memory Leak that caused turns to grow exponentially longer until causing a MAF
  3. Constellation Events will no longer spawn for the Barbs
  4. Fixed a Python error in the Machine Alive spell
  5. The Eye of Bhall and The Soul Lord guardians are now leashed instead of stationary
  6. The Throne of Hell Improvement is no longer spawned as a Unique Feature, created instead at AC 30
  7. The Throne of Hell will spawn very nasty demons unless it has a unit on top of it


Patch B (breaks savegames):
  1. Incorporated Honor's Arcane Mastery mod
  2. Added to Pedia and fixed some TXT_KEYs
  3. Fixed Trait changes
  4. Fixed Hinterlands
  5. Fixed python for units on death
  6. Added in Inimici city names
  7. All leaders now have death quotes
  8. Culture is now at normal (pre 3.19) growth rates

Patch A:
  1. Fix Python errors from Koli's waning and Train Animal and Beast spells
  2. Allow slave market to buy and sell slaves
  3. Removes a spell that caused CtDs and nothing else

Please post any bugs in the thread. Also post any of the TXT_KEY entries that you find.
 

Attachments

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What is going on right now

I don't have much time for Modding but I may be able to slowly release Version 23 in parts.

Version 22.1

Update Event Mod
Update Turin's AI mod

Version 22.2

Add in Vorpal's changes
Add in Leader relations
Add in City Graphics
 
looks interesting, I was going to play Orbis new version but now I have to try yours dagnabbit. Like the idea of upgradeable heroes.
 
Sounds good. It's great to have another great modmod to try and to finally see some of Magister's ideas implemented. I must say I'm looking forward to enhanced heroes, but I'm also worried about meeting these Great Beasts.
 
Sounds good. It's great to have another great modmod to try and to finally see some of Magister's ideas implemented. I must say I'm looking forward to enhanced heroes, but I'm also worried about meeting these Great Beasts.

yea, especially if lucian can upgrade to a 20 str bear at lvl 6. a guaranteed 20 str unit that early (turn 50ish? less if charadon has charismatic now) will dominate. this still looks really cool and i can't wait to try it out.
 
Yeah, I probably shouldn't have made the great beasts so powerful at such a low level. I will probably make the great beast spells kill the caster and require hunting.
 
interesting, will check after Orbis 15
 
I'm just starting and maybe things will become clearer as I go on, but I'm confused about how to get my shapeshifter to go down the arcane path. I can upgrade to Warrior or Scout, but even with Knowledge of Ether, I do not get the option of Adept. I'm also not sure where I am supposed to get these Tomes.
 
You need to have the shapeshifter in a city with a mage guild to upgrade into an adept, you need to build the temple of nikito to build tomes of nikito (you will need many of these through out the game) and the library of souls to build the tome of truths (you will need to build only one but more can be made for convience.

WARNING: The shapeshifters can only change form once, I made a foolish mistake :blush: and the spell is broken. I will release a version with that fixed and including the Arkitan (winged) civ by late tuesday.
 
[to_xp]Gekko;7500393 said:
winged civ? this sounds awesome! looking forward to it :)

It is really fun. I spent the last five days playing it instead of modding. They also have a cool new spell called Geomancy which casts different spells depending on the terrian.
 
Thanks for the help. I now have a shapeshifter Mage with a Tome of Truth. This was a guy I found in a Dungeon. I had no problem shapeshifting this unit. Nikito himself seems to be stuck on the Recon track, as you said, and also unable to lose his Weak promotion. (BTW: Being a Leader and a National Hero, don't you think he deserves a Hero promotion?)
Also "Scholarship" only has the one "L".

Overall, it's been fun playing with the new unit. The early game is a bit of a pain . because of all the weak units. However, once you overcome that, they can be really good -- and fast, with the new Mobility stacking with the old one. About half of my army are Lizardmen captured with Command.
 
Nikito doesn't have the weak promotion in the next version, I found a way to get it so only built units start with weak. I don't know what you mean by Nikito being stuck on the recon track as he is the only unit in the game who can always cast the return to shapeshifter spell.

This also is a reason as to why he should never get Hero promotion. If he had hero the player would be able to give him every promotion in the game from every unitclass in a short amount of time. This (Also, obtaining Brigit is scary because she is immortal and you get to keep her after casting the turn to shapeshifter spell creating unlimited heroic shapeshifters)
 
Version .13 is out
Changes contained:
New Civ: Arkitan the Winged Civ race: Half Elf
Leader: Tuanra Rds/Chr

Unique Buildings:
Aviary: special hunting lodge: Provides flying promotion to recon units

Geomancers Temple: special alchemy lab: Requires Sun, Nature and Enchantment mana Req to train geomancers.

Arkitan Palace: Provides Nature and Air manas and Reagents.

Unique Units:
Bird Tamer: Scout: If a bird tamer defeats a griffon in combat it will upgrade into a griffon rider

Griffon Rider: Horseman with winged promotion

Griffon Archer: Horse Archer with winged promotion

Griffon Knight: Knight with winged promotion
(The Arkitan can not build the Chariot Line)

Geomancer: Archmage: 8 Strength starts with winged can cast Geomancy

Urcitas: Hero of the Arkitan 7 Strength 2 Movement starts with winged and Hero Melee class Req Iron Working
Urcitas the Berserker: Upgrade of Urcitas 15/9 Strength 2 Movement Req Rage causes Collaterol
Raptor: Upgrade of Urcitas 13/10 Strength 3 Movement Starts with stealth Req Mithril Weapons

Arkitan boats can give themselves the winged crew promotion

Shapeshifters now can shapeshift

The Leviathan Event has been fixed

Malakim Archmages can summon Dunecrawlers on Desert 10 Strength 2 Movement Starts with Hidden, Stoneskin

Nikitan tier 4 units can can cast Release a spell that increases their strength, healing and spell damage. Takes 5 trns to cast and the effect wears off after a while.
 
Wondering if anybody can help,

I have followed the download instructions:
Download Instructions:
1)Create a copy of Fall from Heaven 2
2)Name it Rise of Darkness
3)Download Rise of Darkness
4)Extract file into the copy of FfH2

I start the mod and it does the usual [Rise of Darkmess] init xml, pyton etc and the mod starts with Rise of Darkness in the top corner but none of the new races or features appear. Any idea's what is wrong?
 
Same problem as Willgar. Tried putting the files into Rise of Darkness/Assets, they sort looked like they where supposed to go there, but that just resulted in a CtD. Clarificate the obscurement if you please? :)
 
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