If you came here to report an event bug: Please report it here. Thank you!
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As the thread name suggests, this is not a modpack, but a collection of components I've done for myself or I plan to do so.
Most of them are experimental and are meant to improve the integration of RevDCM, which Tholal merged in his mod. I hope to get feedback from other people, to maybe finally suggest Tholal to include some of the components, or make a modpack myself.
I know, my english is bad, so if you don't understand anything, please ask, and I'll try to formulate it better.
This Project is now hosted at bitbucket here. Thanks to Terkhen for information about Mercurial and inspiration for the project structure (it's the same as the one of his ExtraModMod project).
Downloads
See bitbucket project downloads
Released
Events Enhanced
Wiki Page
Changelog.
Formerly named "More Events Modmod Expanded for MNAI 2.4.1"
OK, this one is not very experimental... Just the More Events Modmod Expanded modcomp by Black Imperator and Ostar adjusted to work with MNAI.
2013/01/07: Now with Events with images
Installation instructions: see info.txt (no modding skills required)
Changelog:
Credits:
BlackImperator for MoreEvents Expanded
Ostar for MoreEvents and Events with images
Terkhen for help with Events with images merge
Planned:
Influence Driven War for MNAI 2.4.1
Merged Influence Driven War modcomp by Monteczuma
The reason why I merged this is (apart from that I always liked it), that some cities tend to revolt over and over and you cannot do anything, because another player has much more plot culture than you, and you cannot increase yours, because you cannot build culture buildings while the city is revolting. So this should make it easier to violently put down a revolution.
Notes:
Changelog:
Planned:
Names mod
Modification of Dynamic Civ Names. Naming is more diverse with "feudal" civics (God Kind and Aristocracy), based on size compared to other players.
Screenshot:
Changelog:
Planned:
Dead Player Culture for MNAI 2.4
Included in MNAI 2.4.1
Merged a part of LoR Balance Tweaks by Chronis
Another one for Revolution.
I feared that would other game functions, which are working with city culture, but I experienced nothing odd so far.
This is also meant as counterpart of IDW, since IDW gives you the ability to handle revolutions violently, but this makes that way harder (you cannot just wipe out a civ anymore to be save from revolutions), but not impossible.
Changelog:
Planned: Nothing so far...
Planned/Ideas
(Just IDEAS. I'd like to have feedback on them. Don't expect me to implement them all today ; but I'm probably able to code it (if I have enough time). It will depend on my preferences and negative/positive feedback)
Some thoughts on revolutions
The Revolution mod simulates revolutions and revolts in our worlds history. The question is: What shall it simulate in Erebus?
I've thought some time about it, but I'm really no expert on FfH lore, so I would really appreciate feedback on this.
Revolution and leaders
I think one of the main differences is the role of leaders. In FfH, leaders are characters of one big story. Also BtS they are characters, indeed, but they are mostly out of their historical context (f.e. Washington in 2000 BC); FfH is much more about lore than vanilla BtS. The Revolution mod is actually "wasting" leaders; almost every revolt gets a leader, even if it consist of two warriors and is put down next turn. It's good to have minor leaders for this, but I think less powerful revolutions should only gererate (potential non-orc) barbarians.
To implement this, I would like to introduce a system, that chooses from a pool of story-wise "revolution configurations", with unique text, revolting units etc.
Revolution Configurations
Current revolution kinds are:
Some Examples on "revolution configurations" I have in mind:
I will later add a more detailed plan for this.
Generic Dynamic Civ Names
I would love to have a XML file for Dynamic Civ Names. An example, how this could be done is found here (sadly that one seems pretty dead).
Barbarians and BarbCiv
At the moment the BarbCiv mechanism from RevDCM is not viable for FfH, since all barbarians are orcs and popping a human, dwarfen or elven civ out of an orc city is rather odd. So to enable this feature, barbarians have to be split into several types; I think humans and orcs should do it (maybe plus winterborn and nomad humans, elves and dwarfes, while humans and orcs should occur much most often).
A proposal how to do this:
Each barbarian city has a specific "Barbarian-Type" (This would be - most elegant, but also most complex - a new info type, which defines race, artstyle and available units; or a civ; or just a racial promotion). A city has appropriate artstyle and can only build specified unit types. Units build in the city gain the unit artstyle and/or racial promotion from city. Units spawned outside will first look for a city nearly, and get it's racial promotion etc.. Units far away from any city are random (maybe influenced by terrain).
I've done the cities thing once, but unfortunally cannot find it anymore. But I know it wasn't that hard. A bigger adventage (at least for me) is to prevent e.g. orcs to fortify in human cities.
Events spawning units must also be considered. I think in fact it requires some changes in the unit spawning system (For example: If an archer spawns in wilderness near a dwarfen city, it should be dwarfen; but dwarfs have no archers, just slingers. So a slinger should spawn instead).
Like Revolutions, I think BarbCiv should fit to the lore.
Ideas what the rise of a BarbarianCiv could actually "mean":
Some thoughts how civs could fit in the mechanism:
Please remember I'm no lore expert
Different "barbarian types" and associted civs (Barbarian type of a city will be determined by surrounding terrain):
Ideas for Messages on Spawning (I really need somebody who speaks english better for this)
After all that thinking about lore, we should not forget the purpose of this mod (as I think of it): Make the game more dynamic. Civs SHOULD spawn not only in the early, but also in the middle and possibly in the lategame.
Parts of MoM
First of all: The avoid city unhappiness button (often requested in the MNAI thread). It's in C2C, too. I will try to isolate it. EDIT: included in MNAI 2.4.1
Second, I really like the wilderness concept (f.e. spawning lairs and more diverse barbarians) of MoM.
-----------------------------------------
As the thread name suggests, this is not a modpack, but a collection of components I've done for myself or I plan to do so.
Most of them are experimental and are meant to improve the integration of RevDCM, which Tholal merged in his mod. I hope to get feedback from other people, to maybe finally suggest Tholal to include some of the components, or make a modpack myself.
I know, my english is bad, so if you don't understand anything, please ask, and I'll try to formulate it better.
This Project is now hosted at bitbucket here. Thanks to Terkhen for information about Mercurial and inspiration for the project structure (it's the same as the one of his ExtraModMod project).
Downloads
See bitbucket project downloads
Released
Events Enhanced
Wiki Page
Changelog.
Formerly named "More Events Modmod Expanded for MNAI 2.4.1"
Spoiler More Events Modmod Expanded for MNAI 2.4.1 :
OK, this one is not very experimental... Just the More Events Modmod Expanded modcomp by Black Imperator and Ostar adjusted to work with MNAI.
2013/01/07: Now with Events with images
Installation instructions: see info.txt (no modding skills required)
Changelog:
- 1.2 (2013/01/07)
- Merged Events with images
- Influence driven war is included in the compiled DLL (didn't want to build it separate), but disabled by default
- Merged Events with images
- 1.1 (2013/01/06)
- Events with images optional file excluded
- Updated to MNAI 2.4.1
- Fixed and activated gela Event
- Events with images optional file excluded
- 1.0 (2012/12/23) Initial release. 1 bug fixed
Credits:
Spoiler :
BlackImperator for MoreEvents Expanded
Ostar for MoreEvents and Events with images
Terkhen for help with Events with images merge
Planned:
- Add improvements from RifE and MoM
- Test all Events
Influence Driven War for MNAI 2.4.1
Merged Influence Driven War modcomp by Monteczuma
IDW introduces a mechanism that transfers plot culture (The "nationality" you can see while having the mouse over a tile and in the bar bottom-left in the city advisor) from the losing to the winning player, whenever a combat is done.This way I try to simulate effect of battle victory: some peoples have tendency to give up and flip to victorious side.
The reason why I merged this is (apart from that I always liked it), that some cities tend to revolt over and over and you cannot do anything, because another player has much more plot culture than you, and you cannot increase yours, because you cannot build culture buildings while the city is revolting. So this should make it easier to violently put down a revolution.
Notes:
- "Active City Resistance" is not merged.
Changelog:
- 1.1 (2013/01/06)
- Update to MNAI 2.4.1
- Defeated Illusions and temporary units are excluded (permasummons are not)
- Update to MNAI 2.4.1
- 1.0 (2012/12/23) Initial release without "Active City Resistance".
Planned:
- IDW is affected by Civics, Alignment, Promotions, Civ, Unit type etc... I think the following factors should affect quantity of transferred culture:
- Loyalty of population (more culture transfer from evil civs, particularly calabim, and from slavery civic)
- Fame of units (more culture transfer when a hero or high-level unit dies; currently high-level units just increase culture transfer on winning)
- Religious convincibility (civs with crusade civic, units with the command (X% chance to convert) promotion and disciple units in general should cause more culture transfer on winning)
- Loyalty of population (more culture transfer from evil civs, particularly calabim, and from slavery civic)
- Maybe include "Active City Resistance". It's part of the concept at all.
- Maybe just enable IDW for fight with revolutions; the change of combat system is maybe too big.
Names mod
Modification of Dynamic Civ Names. Naming is more diverse with "feudal" civics (God Kind and Aristocracy), based on size compared to other players.
Screenshot:
Spoiler :
Changelog:
- 1.1 (2013/01/08) Some bugfixes
- 1.0 (2013/01/06) Initial release.
Planned:
- Enable
Dead Player Culture for MNAI 2.4
Included in MNAI 2.4.1
Spoiler Description :
Merged a part of LoR Balance Tweaks by Chronis
Another one for Revolution.
Magic disappearing reappearing culture
Currently, when you destroy the last city of an enemy empire all of their culture magically disappears. Due to the importance of culture on revolutions this makes complete and total destruction of an enemy empire the only optimal way to play. Making a defeated state a vassal is not a competitive strategy nor is capturing part of an enemy empire and then making peace.
Furthermore, once wiped out the defeated enemy is added back into the list of possible revolution civilizations so they can pop back up on the other half of the world hundreds of years after they are defeated. When they do all of a sudden their culture will magically reappear in all of your conquered cities causing unexpected stability problems. I would like to make enemy culture not vanish on defeat of an enemy civilization. This would make conquering an enemy civ harder, allow for alternative strategies like vassal states, and eliminate the problem of magically reappearing culture.
I feared that would other game functions, which are working with city culture, but I experienced nothing odd so far.
This is also meant as counterpart of IDW, since IDW gives you the ability to handle revolutions violently, but this makes that way harder (you cannot just wipe out a civ anymore to be save from revolutions), but not impossible.
Changelog:
- 1.0 (23.12.2012) Initial release
Planned: Nothing so far...
Planned/Ideas
(Just IDEAS. I'd like to have feedback on them. Don't expect me to implement them all today ; but I'm probably able to code it (if I have enough time). It will depend on my preferences and negative/positive feedback)
Some thoughts on revolutions
The Revolution mod simulates revolutions and revolts in our worlds history. The question is: What shall it simulate in Erebus?
I've thought some time about it, but I'm really no expert on FfH lore, so I would really appreciate feedback on this.
Revolution and leaders
I think one of the main differences is the role of leaders. In FfH, leaders are characters of one big story. Also BtS they are characters, indeed, but they are mostly out of their historical context (f.e. Washington in 2000 BC); FfH is much more about lore than vanilla BtS. The Revolution mod is actually "wasting" leaders; almost every revolt gets a leader, even if it consist of two warriors and is put down next turn. It's good to have minor leaders for this, but I think less powerful revolutions should only gererate (potential non-orc) barbarians.
To implement this, I would like to introduce a system, that chooses from a pool of story-wise "revolution configurations", with unique text, revolting units etc.
Revolution Configurations
Current revolution kinds are:
There are several different Revolution styles and the situation in the Revolution instigating city determines the style. Many styles have peaceful and violent variants: denying a request will just agitate the city further, but denying a demand will lead to civil war! In order of precedence:
- Return to or reform dominant culture: Cities in which you don't have a majority culture will become increasing aggitated and may attempt to break away for cultural reasons. The instigator and nearby, similarly cultured cities will ask (peaceful) or demand (violent) to join or reform a dead rival. Denying this request will cause your relations with the rival to deteriorate, and they may choose to declare war!
- Religious differences: Cities may ask for a change away from Theocracy or to Freedom of Religion, or to switch your state religion. They can also ask or demand independence for religious reasons.
- Homeland revolutions: Ask for various different civics. May ask for you to go on a crusade to capture your religion's holy city.
- Colonial revolutions: Ask for change to representative government. (Independence handled below)
- Capital or majority of cities revolting: Cities will ask for changes in away from repressive civics, or for some form of a say in the government. They can also ask or demand a change in ruler! If you're running a representative government, accepting their requests will mean facing election. If you are replaced, the game will automate some number of turns and then return control to you (this feature can be disabled).
- Independence: If none of these particular conditions apply, the cities will ask for or demand independence. They may request full independence or assume Vassal status.
Some Examples on "revolution configurations" I have in mind:
- "Peasant Revolt": A Barbarian, low-power revolt, if nothing other fits.
- "The Splintered Court" (Yes, I know, it was before Age of Ice): Civ must be Ljosalfar, Svaltafar must not exist. Should be clear.
- "anti-king": If revolutionary sentiment is high, people might want a change in ruler. With appropriate text, this may occur f.e. in doviello civs, civs with aristocratic or tribal regime etc.. Mostly the anti-kinds will be minor leaders, but they could also be leaders, whose own civ is destroyed and who come to lead other civs like in the scenarios (f.e. Amelanchier/Doviello, MagsiterCultuum mentioned that in his mod's thread)
I will later add a more detailed plan for this.
Generic Dynamic Civ Names
I would love to have a XML file for Dynamic Civ Names. An example, how this could be done is found here (sadly that one seems pretty dead).
Barbarians and BarbCiv
At the moment the BarbCiv mechanism from RevDCM is not viable for FfH, since all barbarians are orcs and popping a human, dwarfen or elven civ out of an orc city is rather odd. So to enable this feature, barbarians have to be split into several types; I think humans and orcs should do it (maybe plus winterborn and nomad humans, elves and dwarfes, while humans and orcs should occur much most often).
A proposal how to do this:
Each barbarian city has a specific "Barbarian-Type" (This would be - most elegant, but also most complex - a new info type, which defines race, artstyle and available units; or a civ; or just a racial promotion). A city has appropriate artstyle and can only build specified unit types. Units build in the city gain the unit artstyle and/or racial promotion from city. Units spawned outside will first look for a city nearly, and get it's racial promotion etc.. Units far away from any city are random (maybe influenced by terrain).
I've done the cities thing once, but unfortunally cannot find it anymore. But I know it wasn't that hard. A bigger adventage (at least for me) is to prevent e.g. orcs to fortify in human cities.
Events spawning units must also be considered. I think in fact it requires some changes in the unit spawning system (For example: If an archer spawns in wilderness near a dwarfen city, it should be dwarfen; but dwarfs have no archers, just slingers. So a slinger should spawn instead).
Like Revolutions, I think BarbCiv should fit to the lore.
Ideas what the rise of a BarbarianCiv could actually "mean":
- (Referred as (1) below) Simply the emergence of a new civ, that didn't existed before (such as in vanilla barbCiv and in RFC). Since this does not fit to most of the FfH Civs, maybe a bit violence could done to the lore, shifting some things from before the age of ice (age of magic?) to the Age of Rebirth (such as for example the "splintered court" svaltafar revolution; although the spliter actually depended on the long winter in the age of ice. A better example is the sidar). Since we actually play a quite "free" civ-game telling it's own story, I think this is OK.
- (Referred as (2) below) Think of (especially human) Barbarian cities to be less important and less organized civs that existed before the age of rebirth and mostly didn't play a major role in the Age of Ice (Idea from Tasunke: "While the hippus existed before the Fall, no reason to think they wouldn't go barb. (and then back again); unlike the Bannor who went to hell, or the Illians who worshipped their god, or the Elohim who remained vigilant in keeping to the old ways, and keeping the old knowledge, or the Amurites that formed during the Age of Ice")
Some thoughts how civs could fit in the mechanism:
Spoiler :
- Amurites: Not fitting for (2), maybe for (1). Kylorin "adopted" them, but Kylorin is not a leader of them in FfH. So even with (1) problematic.
- Balseraphs: Fitting (with leader Perpentach). Perpentach hypnotised a tribe (the original city) to form them.
- Bannor: Not fitting. They come out of hell (not from a barbarian city), and are an old civilization (Not for (1), too, since the journey through hell is a major part of their story).
- Calabim: Fitting. A tribe got corrupted by vampires
- Clan of Embers: Fitting. They are almost barbarians
- Doviello: Fitting. Play huge role in the Age of Ice, but are very devided after the Age of Ice (info from Tasunke)
- Elohim: Not fitting. Old civ AFAIK
- Grigori: Not sure yet. They existed before the Age of Ice, and had a important leader all the time (info from Tasunke). I don't know if it hurts to shift the story of cassiel to the age of rebirth.
- Hippus: Maybe fitting. Were unimportant during the age of ice, but I currently cannot think of an announement text for them.
- Illians: Not fitting. I consider them to be a bit to unique to rise from a plain barb city
- Infernals: Of course not.
- Khazad: Maybe fitting. Old civ, but I think it would fit to see a dwarfen tribe beginning to build an empire. Of course only if there are dwarfen barbs.
- Kuriotates: Yes, similar to calabim (While you probably cannot speak of "corrupted" here)
- Lanun: No idea
- Ljosalfar: similiar to Khazad
- Luchuirp: similiar to Khazad
- Malakim: Fitting. "The Malakim were a simple tribe of desert nomads until Varn Gosam found them"
- Mercurians: Of course not.
- Sheaim: Fitting. Similar to calabim
- Sidar: Not sure yet... Don't know much about them
- Svartalfar: No. Fine as revolution civ. EDIT: Maybe not that fine... backstory is dependent on Age of Ice (I actually think it's odd to have ljosalfar, but not svartalfar in the game, too).
Please remember I'm no lore expert
Different "barbarian types" and associted civs (Barbarian type of a city will be determined by surrounding terrain):
Spoiler :
- Human, vanilla civ barb style (more or less fertile terrain):
- Amurites
- Balseraphs
- (Bannor)
- Calabim
- (Elohim)
- Grigori
- Hippus
- Kuriotates
- Lanun (Just for islands and maybe coasts, but I don't think they need a separate barbtype)
- Sheaim
- (Sidar)
- Amurites
- Human winterborn, Doviello or Age of Ice barb style (ice and tundra terrain):
- Amurites?
- Balseraphs
- Calabim
- Doviello
- Grigori?
- (Illians)
- Sheaim
- Amurites?
- Human nomad, Malakim "desert" style (It's a maybe redundant, since that would mostly lead to malakim; but if you have the mechanism, one more barbstyle will probably not hurt):
- Balseraphs?
- Calabim?
- Malakim
- Other desert tribes around the malakim?
- Kuriotates?
- Sheaim?
- Balseraphs?
- Orcs:
- Clan of Embers
- Maybe other Orcish Clans (Muris? Scropion?)
- Clan of Embers
- Dwarves:
- Khazad
- Luchuirp
- Khazad
- Elves:
- Ljosalfar
- (Svartalfar)
- Ljosalfar
Ideas for Messages on Spawning (I really need somebody who speaks english better for this)
Spoiler :
- Doviello/Charadon: "Chardon, the mighty leader from the age of ice, was resurrected by a doviello tribe, and aims to unite the doviello"
- Varn Gosam/Malakim (A bit problematic, he should found Empyrean immediately): something like "Varn Gosam has converted the Malakim, a desert tribe, to the worship of Lugus and now leads them to glory"
After all that thinking about lore, we should not forget the purpose of this mod (as I think of it): Make the game more dynamic. Civs SHOULD spawn not only in the early, but also in the middle and possibly in the lategame.
Parts of MoM
First of all: The avoid city unhappiness button (often requested in the MNAI thread). It's in C2C, too. I will try to isolate it. EDIT: included in MNAI 2.4.1
Second, I really like the wilderness concept (f.e. spawning lairs and more diverse barbarians) of MoM.
Attachments
Last edited: