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#1 |
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The Hamster King
Join Date: May 2008
Location: Crestview FL
Posts: 14,448
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RifE 1.20 Download and Changelog
Rise from Erebus 1.23
Installation Rise from Erebus contains all files necessary to run; No other mod is needed in any way. To install, follow these simple steps:
Main Download Here - Version 1.20 Mirror - WePlayCiv Hotfix Patches RifE 1.23 Trade Patch.rar Installation Order - Several of our addons need new python functions. Unfortunately, python is not modular... As a result, changes made in earlier modules must be carried into later ones to maintain compatibility. When downloading, any module marked with [PY] requires all previous modules carrying that tag. RifE Addons None atm.Unofficial Addons
RifE Source Files
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Rise from Erebus - R i f E - Civ5 Economy Mod
Member of the R i f E team Inno Install Script Tutorial Last edited by Valkrionn; Jun 17, 2010 at 11:22 AM. |
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#2 |
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The Hamster King
Join Date: May 2008
Location: Crestview FL
Posts: 14,448
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Changelog
Rise from Erebus 1.20 Sadly, this is not a complete changelog; Neglected to keep track this time. ![]()
Rise from Erebus 1.12
Rise from Erebus 1.00 This is NOT a complete changelog by any means, but rather the parts I caught as I compiled the installer. Will be keeping a closer eye on changes from here on in, in order to provide a more complete changelog.
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Rise from Erebus - R i f E - Civ5 Economy Mod
Member of the R i f E team Inno Install Script Tutorial Last edited by Valkrionn; Dec 17, 2009 at 07:04 PM. |
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#3 |
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Emperor
Join Date: Oct 2007
Posts: 1,139
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Perhaps you should put a link to FfH's Patch A somewhere up there, just in case someone needs it?
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#4 |
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Grammar Nazi
Join Date: Feb 2007
Location: Grammar Nazi Conclave
Posts: 980
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The download link leads to regular Fall Further, not Fall Further Plus.
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#5 | ||
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The Hamster King
Join Date: May 2008
Location: Crestview FL
Posts: 14,448
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Quote:
Quote:
Fixed.
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Rise from Erebus - R i f E - Civ5 Economy Mod
Member of the R i f E team Inno Install Script Tutorial |
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#6 |
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King
Join Date: Sep 2007
Posts: 788
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I couldn't download patch D. FileFront said the page was removed?
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#7 |
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Warlord
Join Date: Jan 2008
Location: Stafford, Virginia
Posts: 125
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where is the art pack?
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#8 | |
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The Hamster King
Join Date: May 2008
Location: Crestview FL
Posts: 14,448
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Quote:
If you mean for FfH, the artpak is pak0.fpk in the FfH/Assets directory. Move it over to the FFPlus/assets directory and you should have what you need. If you mean the FFPlus artpak, there isn't one, unless you count the MinorLeaders pak but it's just a few leaderheads.
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Rise from Erebus - R i f E - Civ5 Economy Mod
Member of the R i f E team Inno Install Script Tutorial |
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#9 |
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Chieftain
Join Date: Apr 2009
Location: Dallas
Posts: 3
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Okay, forgive me for being stupid if that's how I come off...But... Does one need patches A through D, or is D a summary of all the patches?
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#10 |
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One of Many
Join Date: Mar 2008
Location: Classified.
Posts: 340
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It's not a stupid question. :\
Patch D includes all previous patches. (Patch C, Patch B, Patch A). This is true for all patches in FFH, FF, and FF+ unless otherwise specified (such as a version change, i.e. from FFH 0.40 to 0.41; in that case, 0.41 includes all of 0.40's patches. 0.41 will have its own line of patches which function how I described above). At least, that's how I've observed things. Last edited by UNIT 666; Jul 01, 2009 at 10:54 AM. |
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#11 |
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The Hamster King
Join Date: May 2008
Location: Crestview FL
Posts: 14,448
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Unit 666 is correct.
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Rise from Erebus - R i f E - Civ5 Economy Mod
Member of the R i f E team Inno Install Script Tutorial |
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#12 |
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Warlord
Join Date: Jan 2008
Location: Stafford, Virginia
Posts: 125
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Somehow, the file hosted at filefront is not what they say it is. When i redownloaded the file, it is still only downloading a 10mg file.
Edit: doh, wrong thread. Shifting to the other thread |
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#13 |
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Arty person
Join Date: Jul 2006
Location: Glasgow, Scotland
Posts: 5,316
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I'm going to have to upgrade to 3.19 to work with FF's internal verson, so i won't be able to play FFPlus anymore until we release. :/
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#14 |
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The Hamster King
Join Date: May 2008
Location: Crestview FL
Posts: 14,448
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Alright, got an updated link now. Thank you Vermicious.
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Rise from Erebus - R i f E - Civ5 Economy Mod
Member of the R i f E team Inno Install Script Tutorial |
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#15 | |
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King
Join Date: Jan 2006
Location: London, England
Posts: 972
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Quote:
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#16 |
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The Hamster King
Join Date: May 2008
Location: Crestview FL
Posts: 14,448
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Updated the changelog for patch E... Should detail most of Vermicious's Jotnar changes. Haven't had a chance to play with them myself yet, but I like them and he's been playtesting pretty exhaustively.
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Rise from Erebus - R i f E - Civ5 Economy Mod
Member of the R i f E team Inno Install Script Tutorial |
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#17 |
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Secret Emperor
Join Date: Jun 2008
Location: Where you least expect me
Posts: 2,037
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I like the Kindred promotions-their so overpowered that I guess they make up for the small exonomic weakness, however I don't like the names Mulcarn's chosen and Efreet. For one thing, efreet are Arab Djinn. How about Hrimbursar (Frost giant) for Mulcarn's Chosen and Eldjotnar (fire giant) for Efreet? Juggernaut could possible be replaced with Bergrisar (mountain Giant), but that dosn't fit quite as well.
Also, if cities can grow above size 8, that help balance the exonomy, since they can get plenty of specialis.
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Tarquin: My name will be immortalized forever. Elan: As a villian! Tarquin: Thats the beauty of it all. If I win, I get to be a king. If I loose, I get to be a legend. |
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#18 |
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King
Join Date: Oct 2008
Posts: 909
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Keep in mind with the reduced Water/Wind mills and increased food useage it won't be real easy to get that big. But I like that it is possible.
I love the Jontar changes for Mounted/Archery those make good sense. |
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#19 |
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Secret Emperor
Join Date: Jun 2008
Location: Where you least expect me
Posts: 2,037
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Well, the thing is that they can try to get more great merchants, and between a few more merchants and the food guilds they should reach size 15 or so without to much difficulty.
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Tarquin: My name will be immortalized forever. Elan: As a villian! Tarquin: Thats the beauty of it all. If I win, I get to be a king. If I loose, I get to be a legend. |
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#20 | |
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Arty person
Join Date: Jul 2006
Location: Glasgow, Scotland
Posts: 5,316
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Quote:
Also for Stormkin, how about Stormlord instead of Thunder for a promotion name. Thunder really sounds more like a spell in any case. But some of these do look overpowered. Just like everything you make at first. ![]() Valkrionn has no sense of balance. I still remember running around with str7 hunters. Oh, and str16 airships as the mechanos. And a magic-immune, heals-while-moving War Machine as the doviello. I'd advise thinking over that Tryggvi a bit. Speaking from experience, 6 first strikes with Gilden Silveric makes you almost invincible. 9 is only going to be moreso, and with ranged str12, that seems to take a lot of focus off the melee line, which doesn't seem to suit jotnar. Why restrict Troll hunters to Tracking? Animal handling is only 1 tech beyond that, so you wouldn't get to play with them very long, most likely. Some of the naval things you're doing also seem to encroash on the lanun quite a bit. Why give them seafaring? And better ocean tile yields in general? In general, a lot of these changes sound fun, most of them sound varying degrees of overpowered, and a few are a bit too much change for my liking. |
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