EugeneStyles
Prince
- Joined
- May 21, 2007
- Messages
- 307
** Edited 4/2/11 **
Myu version 0.21 has been released (4/2/11). A few minor changes, but specifically updated to be compatible with 1.31. See changelog for more details.
To install: Download the Myu-v0.21-Setup.zip file, extract it anywhere, and run the extracted setup file. It should automatically find your RifE directory, but you'll want to make sure it installs to: pathToRifE\Assets\Modules\NormalModules\Myu. The install will also run woc_install, which merges audio file information in order to include custom music, and will overwrite your flavour start info with the included flavour start file. You can deselect either of those things in the installer if you want. If you cannot or do not want to run the setup file, download the Myu-AlternateInstall-v0.20.zip file, extract to your pathToRifE\Assets\Modules\ folder, and follow the instructions in the included readme.txt file.
The Myu are a race of psionic dwarves who spent the Age of Ice deep in the underdark, battling all manner of aberrations. After their fall into greed during the Age of Magic, there are some among them eager for redemption, and some eager to enact vengeance.
Link to design thread: http://forums.civfanatics.com/showthread.php?t=376134
Many things have changed from what's listed there. I won't be posting a full changelog from that, but I will be posting a list of exactly what is included for this Civ.
Changelog
4/02/11 - v. 0.21
Myu version 0.21 has been released (4/2/11). A few minor changes, but specifically updated to be compatible with 1.31. See changelog for more details.
To install: Download the Myu-v0.21-Setup.zip file, extract it anywhere, and run the extracted setup file. It should automatically find your RifE directory, but you'll want to make sure it installs to: pathToRifE\Assets\Modules\NormalModules\Myu. The install will also run woc_install, which merges audio file information in order to include custom music, and will overwrite your flavour start info with the included flavour start file. You can deselect either of those things in the installer if you want. If you cannot or do not want to run the setup file, download the Myu-AlternateInstall-v0.20.zip file, extract to your pathToRifE\Assets\Modules\ folder, and follow the instructions in the included readme.txt file.
The Myu are a race of psionic dwarves who spent the Age of Ice deep in the underdark, battling all manner of aberrations. After their fall into greed during the Age of Magic, there are some among them eager for redemption, and some eager to enact vengeance.
Link to design thread: http://forums.civfanatics.com/showthread.php?t=376134
Many things have changed from what's listed there. I won't be posting a full changelog from that, but I will be posting a list of exactly what is included for this Civ.
Changelog
4/02/11 - v. 0.21
- Fixed for compatibility with 1.31.
- Takes advantage of modular flavour start instead of overwriting it. If you installed Myu 0.20 over RiFE 1.31, then you probably overwrote the file at "Rise From Erebus\Assets\python\entrypoints\CvFlavourInterface.py". Which is a bad thing. I'll attach a copy of the correct CvFlavourInterface.py file here so you can fix it. Note this is only if you installed Myu 0.20 after RiFE 1.31, which I doubt many people did. View attachment 286539
- Palace gives +2 Health.
- Removed the Free Promotion from the Arcane line - instead they get Mind I/II/III. This is probably functionally equivalent to no change at all, since playing Myu arcane units without Mind was pretty suboptimal, but it adds flavour and makes them just a tiny bit weaker due to less flexibility.
- Added the Dominator promotion, which requires the new Focus Thoughts promotion. It can be taken multiple times - each one increases your Domination limit by 1.
- Added Focus Thoughts promotion. It does nothing at all, but requires Psionic and Mind III, and gives access to Dominator.
- Fixed a bug that was introduced in 0.20, which totally messed up Dominate. It was keeping units from being considered minions of the Dominator, and actually would allow you to dominate an infinite number of minions. This would happen whether you were playing Myu or someone else, as long as you had Myu installed.
- Fixed a couple of other incompatibilities with 1.31, wherever I noticed them.
- Fixed a bug with Shadow Trap notification message.
- Fixed a bug with Crystal Weapons' "gain research from combat" notification message.
Spoiler Prior Changelogs :
- (10/23/10 - 0.20)
- Now comes with an install program. This is needed in order to have custom audio.
- Psionic promotion - allows Air I for Archery units.
- Added Shadow Chamber building.
- Crystal Works - bonus commerce from Gold and Mithril increased to 10% from 5%.
- Added Nevos - Minor leader with Ingenuity and Death Seeker.
- Added Death Seeker Trait and Death Seeker Promotion.
- Changes to Shadow Jaunt spell - the Penumbral Form can explore rival territory. If it summons the master unit, the master is invisible and cannot move until the end of the next turn. Summoning the master into rival territory will declare war.
- Changed the Domination spell (for everyone) - Dominated units no longer get free promotions from your civ or traits.
- Added Deflect Arrows and Mind Barrier spells.
- Arcane units no longer get free Mind promotions. They're strong enough already.
- Shooting Stones gain PROMOTION_ELEMENTAL, which makes them immune to fear, and not alive.
- Master Zho (hero) - no longer gets Channeling III, Hero, or free XP. He also cannot command units other than those he has dominated.
- Added Kineticist (Archer UU, similar to Slinger)
- Added Warp Beast
- Added Phasewalker (Beastmaster UU)
- Added Grey Sentry - The same as a Scout, but starts with Shadow I. Requires Shadow Chamber (only buildable by Nevos).
- Scout - can upgrade to a Grey Sentry. Costs 3 Gold for Nevos (with Ingenuity).
- Grey Seer - reduced cost to 100
- Myu start with one Grey Sentry instead of the normal Scout. Only Nevos can build more.
- Added a music track for the Myu (this is why there is an install file instead of just a zip... music does not work modularly - the install file merges the music defines in.)
- Added a bunch more art.
- (9/16/10 - 0.12)
- Fixed the Psionic 2 and Psionic 3 promotions (invisible, auto-promotions that allow tier 3 and tier 4 psionic units to gain Channeling 2 and 3). That is, prior to 0.12, your tier 3 and 4 units would not properly gain Channeling 2 and 3, except for the Mage, Archmage, Ranger, and Champion unique units.
- Also changed the flavour info which is included in a separate file because it's not modular.
- (9/11/10 - 0.11)
- Fixed a python exception that occurs when the AI controls the Myu (in the requirements for their worldspell)
- v. 0.10 - Initial release
Spoiler What's missing / Future Plans :
Art content is getting better, but still needs some work. I have art for most of the unique units, although in many cases it's just a reuse of art from somewhere else in the game. Telepaths (Axeman UU) are monks that have been shortened a little and with a few changes to the skin. Grey Seers (Ranger UU) are a reskin of the Dwarven Shadow, etc... The thing I most need is for people to tell me which units/buildings/etc. are most in need of new art so I can concentrate my efforts there moving forward. Some stuff I'm happy with, like the Crystal Works (I forget what building it came from but it seems to fit), other stuff less so, like the button for Fortune Teller (edit: has now been changed). If people can actually provide art for me to use, that would be even better!
Pedia entires - Both strategy and lore need to be filled in.
Help text - Mind I allows Telekinesis with Force I and Psionic. Earth II allows Mutable Landscape with Mind II and Psionic. Etc... This stuff isn't reflected by the help text when selecting promotions, and it needs to be. Some help text (frex. explaining Mutable Landscape and Shadow Trap) is in, but I need much more.
Planned for version 0.5:
-Evil leader will be added. Adding Psionic/Divine spells which will be very powerful but with some potential backlash. This represents a twisted perversion of the Gods' will. This is going to be a lot of work. Most likely, one of the spells will summon a brand new summonable civ - to give you some idea of the scale involved.
Spoiler Lore :
(Updated - much different from the original lore posted in the design thread. Much of this is thanks to Swinkscalibur, though I had trouble with the ending, both in his lore and in my original lore... I hope this ending works better, though it may still change.)
The dwarves have long struggled with greed, a cardinal sin under Kilmorph. The Khazad have always loved gold, but during the Godswar, there was one sect, the Myu, who lived as ascetics and were considered one of the most loyal clans. At this time, Esus and Mammon devised a plan to corrupt the Myu and turn them against Kilmorph, hoping to win their souls. They sent an Endormillon to invade the dreams of Zeriadh, leader of the Myu, bringing her a message supposedly from Kilmorph herself. The Myu were to dig to the depths of the Underdark and find the gates to Her vault, there to be welcomed and blessed eternally. Showing her devotion, Zeriadh organized a grand digging project, the scope of which spanned several generations of long-lived dwarves. The underdark is a hostile and unforgiving place at its depths, and the Myu underwent many hardships, living as underground nomads, fighting mind-flayers, grell, umber hulks, and all manner of psionic abominations. Until one day near the end of the Age of Magic when they stumbled onto a great vein of Mind mana. Through Esus' deception, it appeared to them as a Golden Crystal, surely the thing which Kilmorph had set them to quest for.
Zeriadh was one of the only Myu who felt some misgivings about this Golden Crystal, and she set herself in seclusion to pray to Kilmorph. After 40 days of fasting, Zeriadh discovered the nature of the deception, and also had a vision of a world covered in Ice, frozen and unwelcoming. She realized that if she were to reveal to the rest of the Myu that they had been duped, and lead them back to the surface, that the Age of Ice (which she knew was either soon to come or perhaps already started) would cause them all to despair and possibly turn against Kilmorph. So, for the time being, she allowed her people to believe that they were experiencing the blessings of Kilmorph, and they settled down to build a new society.
Under the influence of the Mind node, the Myu began to mutate, learning psionic powers, eventually forming a collective able to manipulate the world around them with pure thought. This power appealed to them, at first as a means to battle the dark horrors that still inhabited the earth around them. But for some of the Myu, the power was an end to itself. No amount was enough - each discovery led only to more research on the limits of psionic powers. Zeriadh watched in horror of these mentalists at first, but as time went by, she grew to become one of them. Psionic magic gave them safety, helped them to harvest food, animating the very earth around them to do the hard work of digging, building, and excavating. She hungrily delved deeper into the depths of her own mind, chasing the promise of absolute power, which she expected would lead them to a utopian life. Her people followed her lead. Temples were raised to Mammon. The Angel of Greed was worshipped above all others, but eventually, in the Golden City, a temple was raised to the divinity of the Myu. There, the priests felt that they were like gods unto themselves. They could use psionics to directly convert the power of the divine into physical form and use it to fulfill their own will. Learning of this wickedness, Kilmorph had had enough. The priests were allowed to perform their rituals, but the statues they had meant to bring to life turned against them. Lugus' light, which they had intended to reveal their enemies, blinded them instead. Aeron's fury was directed not outward, but at the temple itself. Thousands were wiped out, an entire city destroyed.
And seeing this, Zeriadh was ashamed. She realized it had been her own greed that had led her people astray and caused many of them to die. Never again would she be blinded like she had been for these last millennia. She knew that for such great evil and such great blindness, she would pay with great suffering... and welcomed it. Zeriadh sent herself into voluntary exile, away from her people, and bade them to reflect on their wickedness and repent in their own way. She intended to entreat Dagda for guidance - she was too ashamed to pray to Kilmorph. But her people would not let her go off alone. The entire Myu Collective went with her, determined to leave the underdark behind and return to the surface.
Upon re-emerging, the Myu find that the Age of Ice has ended. Taking this as an auspicious sign, they hope that the Age of Rebirth will give them a chance to atone for their sins.
Spoiler Design goals :
1) Psychic dwarves. I dunno, seemed like a fun idea.
2) Not every new civ has to completely redefine the game. For every D'Teshi or Scions of Patria, there is room for a Hippus or Lanun. Although, I would like to think that the psionic mechanic makes them a little more unique than the Hippus.
3) Lots of magic. (Nearly) every unit should be able to use some magic. But, again different from D'Tesh, you don't get something for nothing. There should be something to balance this ability. In the case of the Myu, this is mostly balanced by no access to Bronze or Iron weapons. Also, some of their units have lower strength than normal.
4) There shouldn't be an obvious best path. Several tech lines and several unit lines should be useful.
5) Incorporate these inside jokes: Veteran of a thousand psychic dwarves, small medium at large (question: what do you call a dwarf psychic who escaped from prison), shoot stones is a play on sheut stones
Spoiler Leaders :
Zeriadh - Major Leader, Neutral Good, Philosophical, Creative.
One of the first dwarves to discover psionic powers, Zeriadh is exceedingly ancient... and beautiful, for a dwarf. She has always meant well, but fell to a temptation that cost her people greatly. Resigned to and eager for penance, Zeriadh refuses to pass on until she has been able to make amends for the cardinal sin of greed. She knows that there is evil lurking in every corner of Erebus, and knows that she can use her people's skills to destroy it, or at least die in the attempt. Death in service to a worthy cause and a returning of her people to true faith in Kilmorph is all she seeks at this point - and sweet relief, knowing that she has atoned.
Nevos - Minor Leader, Neutral, Ingenious, Death Seeker (new trait) - Sergeant of the Grey Seers, and leader of many expeditionary forces to destroy the aberrant creatures of the underdark. Subscribing to the theory of "know your enemy", Nevos is skilled in Shadow magic and in hunting abominations, undead, and anything that hides in the darkness.
Dekahd (not yet implemented. will be: Emergent Leader, Lawful Evil, Intolerant, Controlling, Hubris (may be renamed... gives Psionic to divine units, who will get a bunch of new psionic/divine spells that are very powerful but with potential unpredictable negative effects)) - Leader of a group of Myu who feel they were betrayed by Kilmorph, and who longs to recreate the temple to the divinity of the Myu. Dekahd and his followers believe that they can directly harness the power of the gods, twisting their will to practical means. Under Dekahd, practicing psionic disciplines without a license is a crime - he wants to keep control over those Myu who still side with the repentant Zeriadh, and make sure that only his own people have any power.
Spoiler General Changes (affects everyone, or a subset thereof anyway) :
Accelerated (given by the Force I spell Accelerate): added +50% workrate bonus. This makes it more useful for Mud Golems.
Field Fortification: now requires Recruiter promotion - was going to be changed in 1.31 anyway, but I need it now for the Myu Hero, because he is a Commander but I don't want him having access to Field Fortifications.
Domination: does not give the dominated unit free promotions from your civ or leader traits.
Spoiler Civilization info :
Civilization Trait: Psychic: gives Psionic & Channeling I promotion to all Melee, Recon, Mounted, Archery, and Arcane units.
Hero: Master Zho, an early Dominator unit. (see Units spoiler for more info)
Worldspell: Wave of Power - All of units that have Mind 1/2/3 gain a spellstaff, and gain Auger Nightmares, which is a Fear effect that is removed after combat. All of your other units gain 1 level of Mind magic.
New trait for Nevos (Minor Leader): Death Seeker - Free Promotion (Death Seeker, Combat I) for Recon Units. Allows construction of Shadow Chamber.
Death Seeker (Promotion) - +20% resistance to Death and Unholy damage. +40% combat vs. Undead. Not purchasable with XP.
Spoiler Psionics :
Psionic promotion: Denies access to Bronze Weapons and Iron Weapons (Crystal Weapons partially makes up for this, see below). Allows access to Mind I & Force I. Allows Melee units access to Earth I. Allows Recon units access to Shadow I. Allows access to psionic spells. (Future plans: either Air or Spirit for Archery units, either Water or Dimensional for Mounted units, although currently they only have access to Chariots and War Elephants as mounted units.)
Psionic II - non-visible promotion that automatically gives Channeling II to tier 3 psionic units. Currently may take a turn to kick in, but that will be fixed with 1.31.
Psionic III - non-visible promotion that automatically gives Channeling III to tier 4 psionic units. Currently may take a turn to kick in, but that will be fixed with 1.31. (note that while sphere level 1 promos require an Arcane unit, sphere level 2 promos only require level 1 and Channeling II, so a unit with Channeling II and access to Earth I can eventually get Earth II)
Telekinesis (Requires Psionic, Mind I, Force I)
2 str 20% Ranged 1 attack that can be stacked with other ranged attacks.
Collapse Walls (Requires Psionic, Mind II, Force II)
25% Bombard.
Shoot Stones (Requires Psionic, Mind I, Earth I)
Summons a 2 rock. (Just added: The specific rock that is summoned is based on the tier of the unit casting it. Tier 1/2/3/4 rocks are 2/3/4/6
Mutable Landscape (Requires Psionic, Mind II, Earth II)
Caster can "pick up" a non-organic, non-mana resource and drop it some place else. Resources can be picked up from your own or unowned territory. Resources cannot be dropped on a visible resource. Resources cannot be dropped even on a non-visible resource if that resource is in rival territory. If the caster dies while holding a resource, it will be dropped on the ground either where he stands or in an adjacent square. If the caster's plot and every adjacent plot already has a resource, then it is lost. (Note the last part is only partially tested and only works if the caster dies in combat. I suppose it is an exploit to disband a unit holding a resource, but it seems like a waste of effort just to remove a resource from the map.)
Shadow Jaunt (Requires Psionic, Mind I, Shadow I)
Summons an invisible non-combat shade with 2 that can explore rival territory. The Penumbral Form can also summon the caster. If it does so, the caster is invisible and unable to move until the end of the next turn. If you summon the caster into rival territory, it will declare war.
Coalesce (Requires Psionic, Mind II, Shadow II)
Deals damage to every invisible, hidden, illusion, or hidden nationality unit within 2 squares of the caster. It is only available if there is an appropriate target in range, so it also acts as a limited detect invisibility. It doesn't make the unit visible, but it does do heavy damage and has no damage limit, so 3 uses (approximately) can kill a unit. May need to be balanced, although I think it's okay because it's so specific.
Deflect Arrows (Requires Psionic, Mind I, Air I)
Gives +20% vs. Archery units. Can be maintained by a caster in the stack, otherwise expires in 1 turn.
Mental Barrier (Requires Psionic, Mind II, Air II)
+1 Defense. Stackable up to 4 times. The caster must maintain the barrier and cannot cast while doing so. The barrier is applied automatically to new units entering the tile, and is removed from units that leave the tile. When any caster drops his maintained mental barrier, it will recalculate for all of your units.
Spoiler Unique Buildings :
Myu Palace
gives Mind, Force, Earth mana.
Fortune Teller
Replaces Pagan Temple.
Provides +1 with Gems (instead of Incense)
Provides +2 (instead of Culture)
Training bonus applies to Arcane instead of Disciple units.
Crystal Works
Requires Alteration
+10% with Gems, +10% with Gold, +10% with Mithril
Sells Crystal Weapons for 25
Crystal Weapons
Purchased at Crystal Works.
Available to Melee, Commander, Arcane, Mounted units.
+1, +10% vs. Iron Weapons, 2 for each combat won
(The from combat is done via python, because the variable in XML that allows this gives you towards the tech that the opposing unit requires, meaning it's only occasionally useful at best.)
Shadow Chamber (Requires Death Seeker trait, Hunting)
National Wonder, limit 3 per player
120
Provides Shadow Mana
Allows production of Grey Sentry
Trains Recon units (.25, 10 XP limit)
Spoiler Unique Units :
Telepath
Replaces Axeman
Has +25% against Melee (instead of against just Warrior). Gains free promotion Mind II (but does not gain Mind I or Channeling II). (This is to make the Axeman UU a little bit more survivable. The Warrior should be fine, and the Champion UU should be pretty good (with Crystal Weapons and Stoneskin, among other things). But there is a time in the game where your Telepaths will have a hard time standing up to opposing Axemen, so if you're lucky you'll be able to Charm them while you research better things.)
Does not get the +10% City Attack bonus.
Uses a modified Monk model (which is probably my favorite part about this unit).
Veteran
Replaces Champion
4 +2 Lightning (may become Psychic damage if that ever exists)
2 str, 20%, 0 Range attack (so it's useless by itself, but increases his psionic ranged attacks)
Free promotion Channeling II
Grey Sentry - Requires Shadow Chamber
Exactly the same as a scout, but starts with Shadow I. Does not replace the Scout, because it's only available to Nevos, and requires a building.
Grey Seer
Replaces Ranger
Requires Tracking (instead of Animal Handling)
5
100
Allowed to gain Crystal Weapons.
-10% city attack (instead of -20%)
+20% vs. Animals (instead of +50%)
Free promotion Channeling II
Special Ability: Shadow Trap - Summons a Shadow Trap on this square, which costs no maintenance. Limited to 10 per player, mostly because I don't like the micromanagement involved in putting one on every single square. Shadow Trap is invisible and immobile. If an enemy can see it, it can be destroyed in combat (but it seems like even Perfect Sight won't make it visible). At the end of the turn, if a rival unit is standing in the Shadow Trap, the trap destroys itself and the enemy gains the LOST promotion (blind, moves randomly, 33% chance to go away each turn after 3 turns).
Warp Beast - Animal unit.
Requires Animal Handling
120
6 3. 0-3 first strikes.
Starts with Dimensional 2 (teleport 2).
Can cast "Warp Beacon" which allows any of your psionic units to teleport to the square where it was cast, for 1 turn.
Automatically gains Untamed (which gives it a 2% chance to go barbarian) if there is no Phasewalker on the same square)
Phasewalker - Beastmaster UU
Identical to a Beastmaster, but with Channeling 3 (due to being a psionic tier 4 unit), and access to Dimensional magic (and because he's a psionic recon unit, also Mind, Force, and Shadow)
Master Zho
Hero
0/3 2
Requires Divination
Commander (but command limit of 0 and cannot get promotions to increase this - he can only command his dominated units). Starts with Mind I / II / III, Channeling I / II, Dwarf, Psionic, does not start with Hero, or gain free XP. Allowed to gain Earth I, Shadow I, Air I, Dimensional I (as well as later versions of them, and also Force because that is already allowed by Psionic).
Medium
Replaces Adept
1/3
1str 25% 1 Range
Starts with Mind I instead of a free promotion.
(otherwise, same as an adept)
(considering increasing cost of the Arcane line because reducing their strength really doesn't matter or balance out for their bonuses, however the Myu Arcane line is already overshadowed a little bit by the fact that all their units get spells)
Mentalist
Replaces Mage
2/4
1str 35% 1 Range
Starts with Mind II instead of a free promotion.
(otherwise, same as a mage)
Omnipath
Replaces Archmage
5
2str 55% 1 Range
Requires Gems instead of Reagents
Starts with Mind III instead of a free promotion.
(otherwise, same as an archmage)
Crystal Guardian
Replaces Fort Commander
Arcane Unit
Starts with Psionic, Channeling I, Channeling II.
Starts with 2 (instead of 3)
Starts with 4str 45% 1 Range (instead of 6str 50%), but due to Telekinesis and Force II can gain a kill-capable ranged attack pretty quickly.
No collateral damage (removed in v0.20).
(otherwise, same as a Fort Commander)
Kineticist
Replaces Archer
3/4 (instead of 3/5)
25% defensive strike chance (instead of 20%)
20% defensive strike damage (instead of 10%)
Otherwise, same as a Dwarven Slinger.
Automatically gains Channeling II upon attaining level 5. (This because the Myu don't have access to a tier 3 Archer unit. So they don't have to wait until tier 4 to have access to level 2 Psionic Mind/Air spells.)
Mud Golem replaces Worker
Dwarven Druid replaces Druid
Dwarven Shadow replaces Shadow
Banned from Longbow, Marksman, Horseman, Horse Archer, Knight.