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Rise from Erebus Modmod (Public) Development forum for Rise from Erebus (also known as Fall Further Plus), a modmod for Fall Further.

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Old Apr 17, 2013, 03:08 AM   #1
Ronkhar
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Join Date: Apr 2013
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Ashes of Erebus

News - 14th November 2014: standard version 14.11(=Beta Release R85) is uploaded to server. (changelog in 2nd post)
News - 13th November 2014: beta Release R85 is uploaded to server.

Ashes of Erebus (AoE) is a mod trying to improve the mod "Rise from Erebus" (whose last version was in October 2012 at version 1.41) (Genealogy reminder )

Summary
Spoiler:
  • MAIN GOALS:
    • Make all units, spells, promotions playable
    • Make all civilizations playable (notably scions and mekara)
    • Emergent leaders: add code for the trait upgrade
    • Teach the AI how to play (notably d'tesh and scions)
    • Add help, strategy and history to obscure items (notably spells)
    • Mutliplayer: find the source of desynchronizations and repair it
    • Test game balance (we know that all religions are not equal)
  • DONE
  • TODO
  • Active members
    •  XML codeXML text layoutpython codedll codedll code for the AICivilopedia contentTranslationSVN Adminlast heard from
      RonkharOKOKOKbasicnot yetenglish,frenchenglish => Frenchmanager--
      jungd--OK--------english => Frenchbackup2014-11
      praya--OKbasic----french----2014-11
    • people who helped : Arquibus, blazenclaw, dunpeal, Hiryuu2, lfgr, mordax, ... TODO=complete list


Download and installation
Spoiler:

Standard user 1 (AoE not installed): please follow the instructions in "Full installation" (800MB download, 1.4GB on hard drive)
Standard user 2 (AoE already installed, version 14.4): please follow the instructions in "patch to 14.11" (4MB download)
Standard user 3 (AoE already installed, version 13.10 or 13.12): please follow the instructions in "patch to 14.4" and then "patch to 14.11" (2* 4MB downloads)

Advanced user 1(AoE not installed): please follow the instructions in "Beta version - SVN tool" (~2 GB download, ~4GB on hard drive)
Advanced user 2(AoE Beta already installed through SVN): please follow the instructions in "SVN update"
Advanced user 3(AoE Standard already installed): delete the mod, then follow the instructions in "Beta version - SVN tool"

Full installation - Ashes of Erebus 14.11
  • Prerequisite: Civ4 patched to version 3.19
  • Prerequisite for Steam users: In your steam library, right-click on Civ4, open "Properties", tab "BETAS". In "Select the beta...", choose "original release"
  • Prerequisite: a file archiver (aka compression software), that can open .7z files. 7zip (Wikipedia article) is recommended.
  • Advice for Rise from Erebus users: finish your RifE savegames and uninstall RifE
  • Advice: save a profile of your current Civ options ("advanced", "options", "other", "create new profile"). If AoE messes with your options, you'll just have to reload your normal profile
  • Download version 14.11 (~790MB) and extract to ...\Your_Civ4_BTS_Folder\Beyond the Sword\Mods\
  • For players with low-resolution screens (width<~1300): By default, I upgraded the civilopedia for high-res screens. If you prefer the original pedia, just extract ...\Ashes of Erebus\Assets\pythonScreens - Old Pedia Layout (1024x768).7z to ...\Ashes of Erebus\Assets\python
  • For players with low-end computers (only one known victim so far): By default, the mod textures are compressed in a package file to accelerate game loading. Some computers can't handle it --> the menus do not appear when loading the game. In that case, please follow the procedure at the end of Noxic's post
  • Launch the mod using AoELauncher.exe ( ...\Ashes of Erebus\AoELauncher.exe)

Patch to 14.4
  • Prerequisite: Ashes of Erebus 13.10 or 13.12
  • delete the folder Assets/XML/Text
  • copy the content of this archive (4 MB) into the mod folder and yes to overwrite

Patch to 14.11
  • Prerequisite: Ashes of Erebus 14.4
  • delete the 3 following files: "RifELauncher.exe", "RifELauncher.exe.config" and "Assets/XML/Text/CIV4GameText_NewTags.xml"
  • copy the content of this archive (4 MB) into the mod folder and yes to overwrite
  • Launch the mod using AoELauncher.exe

Beta version - SVN tool - example using tortoisesvn for Windows
  • download and install tortoisesvn (where you usually install programs, for example C:\Utils\TortoiseSVN)
  • restart computer (necessary to load with windows explorer)
  • open Civ4 mods folder (for example="C:\Games\Civilization 4\Beyond the Sword\Mods")
  • right click at any place in the folder, and click "svn checkout"
  • in the tortoisesvn window that opens, enter parameters as follow :
    • url of repository : svn://svn.code.sf.net/p/ashesoferebus/code/
    • checkout directory : YOUR_CIV4_BTS_FOLDER\YOUR_BTS_FOLDER\Mods\Ashes of Erebus
    • if you're not a C++ programmer, you can remove (avoid downloading) the c++ code by clicking on "choose items", check everything except the folder named "DLL Sourcecode(for coders only)"
  • once you hit OK, the software proceeds to donwload the mod to the right place
  • When it has finished, you can see "completed at revision ##". Acknowledge with OK.
  • You can now create a shortcut to the mod launcher (for example : C:\Jeux\Civilization 4 BTS\Beyond the Sword\Mods\Ashes of Erebus\AoElauncher.exe)

SVN Update
  • Normally, you can see a green check icon on the "Ashes of Erebus" folder
  • tortoisesvn regularly checks if the code on sourceforge has been updated. If it is, the green check is replaced with a red exclamation mark.
  • You can then continue playing your current version, or download the update (right click on the "Ashes of Erebus" folder, then "SVN update")


I want to help this mod
Spoiler:
  • You know how to code xml, C++ or python? You know how to draw? You know how to create or modify 3D models? You are fluent in german, italian or spanish? Come join us!
  • Write new texts for the Pedia (lore, strategy, help)
  • Report bugs (see section below)
  • Play the mod with your friends, have fun together (despite the bugs ) and tell us about your experience.


Reporting bugs
Spoiler:

In all cases, please tell us the version you're playing (DVD or STEAM + AoE version)
If I don't answer your post(s), it doesn't mean I ignore you. Either I forgot it, or I put your info in the bug spreadsheet while I was in a hurry. Just send me a PM ("Hi, I posted something X days ago. What's your opinion?"). Either way, I apologize in advance

Case1: an error popup appears ingame (here is an example
  • Step 1 : verify if the bug is known. Look for the keywords in the bug spreadsheet (the last line showing a filename, a line and a function name. In our example, that's "CvPediaMain" and "placeFilterSort". Ctrl+F one of these words leads you to bug 46)
  • Step 2 : If the bug hasn't been reported yet, take a screenshot and send it (answer this thread or private message to me)
Case2: a crash to desktop (if you see a message asking for "no dump", "partial dump" or "full dump", you can safely choose "no dump")
  • Step 1: Try to reproduce the bug. Load the last autosave, and try to reproduce the same actions as before. If the game crashes again, it will help us find the cause of the problem.
  • Step 2: Tell us the list of actions that lead to the crash. If you're playing the latest beta version, please send us the savegame too.
Case3: an ingame behaviour you did not expect
  • Step 1: verify the spreadsheet (1st page will tell you if the bug is already known ; page 3 lists intended features that look like bugs)
  • Step 2: If it's a new bug, send us the details (text, screenshot, and, if you're playing the latest beta version, a savegame)
Case4: a desynchronization in a multiplayer game
Important note: We don't know why they appear --> no solution yet.
  • Step 1: send us the OOS logs (one from each player, located in TOFINDFolder/Playername - Player X - OOSLog - Turn Y.txt), and tell us if it was LAN or over the Internet)
  • Step 2: Try to salvage the game and continue playing. Load the latest autosave and change at least one action of a city or unit (thus changing the random seed of the game)
[*]Thanks for helping!


For programmers
Spoiler:
  • XML and python source code can be read directly from the mod directory (just open files with a text editor)
  • The DLL is compiled from C++ code. You can access it here or, if you downloaded the SVN version, directly in the "DLL SourceCode(for coders only)" folder
  • The source code for the launcher will be available soon (I only changed a few lines from anw's launcher. You can read its sourcecode at the former RifE repository)


Credits
Spoiler:
__________________
French/English
Mod Ashes of Erebus 14.11 - November 2014 (continuation of RifE)
Forum thread Download, Bug list, changelog
Civ4 Python API
Leaders draft
Personal list of useful software (open source or freeware)

Last edited by Ronkhar; Nov 14, 2014 at 07:20 AM.
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Old Apr 17, 2013, 03:09 AM   #2
Ronkhar
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Join Date: Apr 2013
Location: France, near Paris
Posts: 132
Changelog (spreadsheet version here)
  • Current version 14.11 (2014-11-14)
    • New game launcher (with anw's permission)
      • changed icon, names and strings
      • changed RSS and website link (were contacting dead RifE website)
      • removed "module manager" code that tries to contact IP 91.237.88.233
    • Trophy files
      • no longer appear directly in "My Games" folder. New position is "My Games/Beyond the Sword/Ashes of Erebus"
    • Buildings
      • Tower of elements: ice elemental was missing
      • Eyes and Ears Network show research info to builder's team, not just builder
      • Mercurian gate: added help field, stating that the Mercurians will take control of the city (hence no bad surprise for new players)
      • School of govannon help was using the wrong tag (TXT_KEY_BUILDING_SCHOOL_OF_GOVANNON -> TXT_KEY_BUILDING_SCHOOL_OF_GOVANNON_HELP)
      • Dancing bear is now hidden (same as the animal cages)
    • Civics
      • Conquest civic: the strategy included wrong values -> updated
    • Civilizations
      • Balseraph freak show: added cages and spells for the missing races.
      • Cualli: all temples were blocked except temple of the hand (--> added to the list)
      • Doviello: created unique versions of animal cages to fit the roleplay
      • Doviello: created unique version of menagerie wonder to fit the roleplay -> Bioreserve
      • Doviello: some city names were duplicate (22 to 25) -> removed
      • Dtesh: blocked temples (only religions were blocked)
      • D'tesh receive corpus instead of body (since they're undead)
      • Dtesh, slave capture mechanism. Now you'll always get the undead slave UU, not the normal one.
      • Dtesh: undead workers and undead slaves don't gain automatic xp
      • Dtesh: undead slaves can't upgrade to lunatics
      • Dtesh: undead slaves can't be sacrificed to hurry production
      • Archos help was wrong for the level of sacrificed spiders (5 to 8 was in fact 4 to 7)
    • Events
      • aeron's chosen testing: changed requirement from (assassin class) to (marksman and not in [iScions,iMechanos,iMercurians])
      • Auric ascension is repaired. Godslayer now spawns at the correct emplacement
      • Added missing option for event Scholars: build library when city already has mage guild
      • sickness: added more answers
      • Mary Morbus: changed answers to fit RP (especially civs immune to unhealth)
      • Foxford is no longer triggered by summons. (onMoveFoxford and onMoveFoxford2)
      • Event "disease has killed so many" now requires unhealth at least 1 (instead of 0)
    • Features
      • Propagation of haunted lands is no longer blocked by mineral resources or undead improvements (crypts, catacombs, pyres, corrupted pastures)
    • Improvements
      • Griffin Weyr was missing (lots of changes still remaining, see bug 516)
    • Leaders
      • Kahd is now playable when he appears through the amurite event
      • Leader Duin can build unit Varulv (was incorrectly blocked)
      • Auric trait "Ice Touched" is active again (was deactivated for testing) Help for "Ice touched" is now correct.
    • Promotions
      • changed PROMOTION_DTESH_DEFENSE to have PROMOTION_UNDEAD as a prerequisite
      • Promotion "Dtesh affinity": help field has better layout
      • clear and create swamp available to cualli too (not just mazatl)
      • fell spirits was the name for both summoners and summons -> unclear. Changed to "fell arcanist" for the summoner
      • crazed requires that unit is alive (it made no sense for undead or golems)
    • Religions
      • White hand now acts similarly to other religions when you get the tech: you're given a disciple
    • Screens
      • Game screen: some tiles were displaying a useless text: must be level -1 to enter -> blocked
      • Pedia: Promotion screen: added list of units that begin with promotion
      • Pedia: Unit screen: menu named Khazad showed Kuriotate units instead
      • Pedia: Civilization screen: animal, barbarian and demon civs now appear correctly
      • Advanced start option, tech screen, "Add Tech" button: the position was hardcoded. Now it's at the bottom for everyone, whatever your screen resolution.
      • When UB requires UB, pedia shows the right version
      • When UB allows UU, pedia shows the right version
      • When UU upgrades to UU, pedia shows the right version
      • When UU requires UB, pedia shows the right version
      • When UB allows UB, pedia shows the right version
      • changed some literal links to real ones -> no mistake when names are shared
      • Began upgrade of popup layout when new tech is discovered.
    • Spells
      • Austrin spell "Travel light" disappears when already applied, and is blocked inside cities (was causing a bug with weapons reapplying immediately)
      • bloom is now possible on camps and yarangas (it was blocked despite camps being allowed on forests)
      • waaagh and centaur sprint will require the caster to be alive
      • repair golem won't affect neutral golems anymore
      • Calabim: global spell "rivers of blood" changed. Allies are immune, other calabim lose pop instead of gaining. (undead civs are immune, same as before)
      • Clan: For the horde: immobile units are blocked too
      • Dtesh "remove from city": got rid of the code limitation creating the slave as a "summon" of the unit casting the spell
      • Dtesh new spell "Purify stench": if dtesh gets living units somehow (events for example), they can be brought to a city to be changed into undeads
      • Doviello new spell "Pacific cohabitation" converts animal lairs (animals still spawn for animal civ, but lairs inside doviello territory don't maintain a tile of animal territory)
      • Doviello spells "add to pack" re-enabled for wolves, bears, boars, gorillas. Low tier unit can join higher tier (sacrifice the former to give strength promotion to the latter).
    • Text
      • translation to french
      • hard-coded text (english for everyone) to multi-language
      • corrected wrong links
      • added red/green colors for positive/negative caracs
    • Units
      • renamed a few animals to better fit the animation (ie "herd" or "pack" when the unit is made of several animals)
      • animal heroes existed but were missing -> caracs updated and can now appear ingame
      • griffon, hippogriff and roc now create the same building
      • wyrm has a corrupted dds icon --> temporary change to leviathan icon for testing.
      • raptors, allosaurs, T-Rex: created dds icon (former was chislev horseman)
      • animals: changed size for several models to fit a scale through the 4 tiers.
      • great healers: began the creation of healer names and fitting quotes (previously no names and engineer quotes)
      • Korinna black lady and korinna haunt now have two separate names.
      • muris clan archer and scorpion class archer had useless requirement for BUILDINGCLASS_FLETCHER -> removed
      • linked unused tag TXT_KEY_UNIT_SAND_LION_STRATEGY
      • TEST: added promotion_mountaineer to high priests of kilmorph (cheap way of getting them to be able to transform mountain to hill)
    • For programmers
      • added Readme - programmers - python imports.odp to help understand the imports of foxtools and the associated dictionaries
      • Better use of foxtools dictionaries
      • more description of xml fields, more comments, more alphabetical order for lists
      • better indentation
      • quicker code
      • removed obsolete code, obsolete tags, duplicate tags
      • renamed confusing tags (CUALLI for KOLSEHVAHN, ARCHOS for DARACAAT, ALEXI for KORINNA)
      • moved tags to correct xml text file
      • rewrote function for Pedia handling of accents (removeAccent)
  • 14.4 (2014-04-23)
    Spoiler:
    • Regression fix: Stonewarden (Priest unit for runes of kilmorph) can build temple of kilmorph again.
    • Multiplayer: OOSlogger is now repaired.
    • Ritual "Birthright regained" was non-functional (project names were mixed up in FoxTools.py)
    • countMana function was obsolete (lacked mana types: ice...)
    • Inconsistency between units with channeling promotions. Some had chan_2 without chan_1 or chan_3 without chan_1 and chan_2 while others had all of them (reminder of the rule: "XP gain cap for units with channeling is the sum of caps for channeling levels"). Now, all units work the same way.
    • Teamplay: founding a religion gives the religion to capitals of the team, not just one random player of the team (will perhaps be changed to : 1 receives the religion and holy city if founder, while others gain a disciple)
    • Woodsman 2 promotion : new forest was forgotten in the movement bonuses
    • Event "goblin orphan" can now change race to goblin instead of orcish
    • Civ specific:
      • Amurites, Kahd: vault gate used standard buildings instead of amurite Unique buildings -> changed
      • Archos: a scorpion has been born in the nest. The icon was a spider. Changed to scorpion.
      • Archos: nesting spider can now see savage spiders
      • Austrin: repaired "summon pegasus" and "mount pegasus" spells (the population limit didn't work)
      • Austrin: spell "summon pegasus" used icon of Pit Beast -> changed for pegasus
      • Austrin: repaired "Found Settlement" spell (bug in reqAustrinRemoteFound function)
      • Chislev : Unit Rock raven now uses art ART_DEF_UNIT_RAVEN
      • D'tesh: adapted Gaelan event to fit undead background
      • D'tesh: scorch spell now works the same way as automatic terraforming (forests, jungles, scrub -> haunted lands) WAITING FOR PLAYER FEEDBACK
      • D'tesh: blocked events "a wealthy woman", "some people are demonstrating", "penguins"
      • D'tesh : dullahan (commander) won't show "subtle tactics" promotion since it requires Esus state religion, and Dtesh is "undying"=no state religion
      • D'tesh : event "free angel". Changed unit to fallen angel instead (dullahan)
      • D'tesh: building Morgue applied promotion "Preserved Corpse" to all units. It's now blocked for elementals as it made no sense.
      • Infernal: blocked events "a wealthy woman", "some people are demonstrating", "penguins", "gela pyre of seraphic", "PASTURE_BUILT"
      • Infernal: blocked buildings "mercurian portal", "well", "PASTURE_BUILT"
      • Kuriotates: pioneer description was missing for french, italian and spanish languages
      • Malakim: spell religiousfervor can work with white hand religion (in case anyone would have the curious idea of combining both)
      • Mekara: "onUnitPromoted" did not work (used undefined variable 'caster' instead of 'pUnit')
    • Drakes(Animal civ)
      • Only lower tier appeared ingame. Now, all 8 will appear.
      • Bronze drake used the wrong promotion (acid tongue + molten core instead of PROMOTION_THUNDERMAW)
      • Repaired the ability for the upper tier to build "chained drakes" buildings.
    • Game visuals
      • Pedia layout updated
      • Pedia Civilization screen: unique units belonging to several unitclasses will appear only once (war boss, dullahan...)
      • "Bradeline well" and "Broken sepulcher" showed wrong bonuses with techs because several versions exist but shared the same name. Changed to "bradeline well", "bradeline well explored", and "bradeline purified"
      • Pedia: filters and sorts can now be translated into the 4 other languages [harcode python ==> softcode python+XML]. French translation added.
      • Unit sheet: added green/red colors for positive/negative characteristics
      • Unit sheet: show channeling and hero caps
      • City view: animal cages requiring carnival are now shown as sub-parts of carnival building
      • City view: doviello animal buildings are now shown as sub-parts of palace
      • City view: Research values were wrong : they forgot bonus modifiers (infused ash, mind_mana...)
      • Improvement upgrades won't appear if they're reserved to another civilization
      • Unit soldier of kilmorph could build a road but hadn't the interface for "road to"
    • Decreased volume for sound when summoning an ice elemental, or casting spring
    • Text:
      • Upgraded alphabetical sorting for accents (@italian, spanish, german players. Some accents were probably forgotten. Please tell me.)
      • Fixed inconsistencies in leader trait names. (names were interverted in other languages)
      • Defeat sound for suicide units is now blocked (fireball, meteor...)
      • Spell spring: upgraded description
      • Both BUILDING_GRIFFON_WEYR (built by unit griffon) and BUILDING_GRIFFIN_WEYR (built by civ doviello) had the same name TXT_KEY_BUILDING_GRIFFIN_WEYR --> Changed
    • Lots of french translations
    • Code:
      • Dural and hamstalfar text files --> iso 8859-1
      • Created code to find duplicate tags; removed all of them
      • Created code to find orphan tags; treated a part of them (deleted or linked to the right units, buildings & spells)
  • 13.12 (2013-12-24)
    Spoiler:
    • Regression: Fix of explore lair bug by snarko is removed since it breaks the random function of looting.
    • Civ specific:
      • Amurites free magic promotions
        • creation, dimensional and force and no longer mixed up
        • the buildings conditions (if XX else if YY) were badly written --> some part of the code was NEVER used)
        • some code repeated uselessly (iMANATYPE = number of mana) --> quicker now
        • Building the "ancestors cave" no longer REDUCES the chance of a free promotion
      • D'tesh: population cap increases corretly when you build the catacomb libralus: other cities get the +4 bonus from free binding stones
      • D'tesh: Thanatos no longer gets undead when he captures a fort (since angels are "not alive")
      • D'tesh: spectres and wraiths slave capture is repaired
      • D'tesh : Blocked "Dark Empowerment" ability from using spectres and mistform instead of real melee units
      • D'tesh: disabled birth spell
      • D'tesh : dullahan should not be able to get "arcane mentor" promotion, since dteshi arcane has no automatic xp gain
      • D'tesh: vessel of d'tesh had wrong info for all languages except english
      • Mazatl: priest of omorr and kalshekk now found the right temple (omorr instead of empyrean, kalshekk instead of kilmorph)
      • Dural: blocked temple of hand, priest of winter, high priest of winter. Created student of ice and school of ice
      • Mechanos: They could still access White hand despite being intolerant --> blocked
      • Mechanos: starting civic is now nationhood instead of religion (and same for anarchy)
      • Malakim: the path to worker's art file (.nif) is now correct
    • Resources
      • Bananas: theyr are now gathered by plantations, not farms
      • Iron: Dwarven mines bonus was not inline with other resources (-> iron +3H)
    • Leaders
      • Kahd: The absence of assigned civ no longer creates a bug in the pedia
      • Deirdra leader had Charismatic as a Permanent Trait despite being no longer adaptive -> removed
    • Events
      • "Scholar" repaired : uses buildingclass instead of building --> all library UB work correctly
      • "Aeron sign" correctly triggers golden age for cualli (aeron=agruonn=their god). Updated help to explain the armageddon increase
      • "flare of chaos mana" (mutation) requires living unit
      • "assassination attempt on you" can give slave to D'tesh
      • "Dreams of Death" last answer was limited to Infernal -> Added Dtesh and Sheaim
      • "military leaders have held" is now blocked for class worker
      • "our herbalists" is blocked for Dtesh
      • "giant spiders infested mine". Archos now receive the correct version of the giant spider
      • "Obsidian scepter AC +=3" must be blocked if game option "no AC" is active but still propose golden age for Cualli
      • "important mediator" must be blocked if game option "always war" is active
      • Events with only a "continue" option and no effect on the player are now hidden.
    • Units:
      • Azer is used in an event --> removed sorcery tech prereq
      • Barnaxus now correctly receives Mobility I if led by Gimil
      • Great Commanders: mission "build command post" no longer removes the ability from all commanders on the tile (just the one casting it)
      • Vyrkul was not updated since ice mana was added to the game. Summoned by master of the elements (air+earth+fire+water+ice) -> gets affinity for all 5
      • galley is now blocked from deep ocean (not only from ocean). This could be used when coast and deep ocean are in direct contact.
      • priest of winter was missing medic 2
      • fort commanders: blocked mobility promotion
      • some units were missing their unitcombat
      • beasts units (Acheron, Mother...) are now protected from getting enslaved (transformed into humanoid slave, no change to capture)
        • intended for workers, settlers, slaves, workboats, GP, all golems, suicide summons (fireball like), probably slugas
        • added aurealis -> melee, djinn -> melee, tree of life -> recon (same as treant), skeleton -> melee, wraith -> melee, remaining elementals -> melee)
    • Spell Fertility repaired/upgraded
    • Equipment Graktars skullmasher now gives the correct promotion. Thanks@Arquibus
    • Promotion: battle commander 1 to 3 now correctly stacks (same as combat 1 to 5 where lower levels are hidden)
    • Religion: White Hand AlignmentBest and AlignmentWorst were inverted (neutral vs evil)
    • Building vault gate is used with kahd leader --> removed KotE tech prereq
    • spawngroups : some code repaired. Thanks@lfgr
    • Happiness and health bonus now keep the same 2x ratio with every difficulty setting
    • Build railroad is now invisible (instead of greyed) for all non-mechanos workers
    • Promotion flying now correctly blocks mountaineer (same mechanism as with amphibious)
    • Removed many typos
    • Obsolete descriptions updated
    • Pedia: list of improvements now show real yields
    • Pedia: Added strategy articles. Thanks@Blazenclaw+Dunpeal+Mordax
    • Pedia: Better screens
    • Gametext: Added and updated french translations. Thanks@jungd
    • Standard BTS text changed for Erebus lore-friendly
    • Numerous coding improvements (speed, more softcoding, removed obsolete and unused)
  • 13.10 (2013-10-04)
    Spoiler:
    • Mod name is finally changed --> Ashes of Erebus (path becomes Civ_folder\BTS_folder\Rise from ErebusAshes of Erebus)
    • Civ specific:
      • Calabim : vampire spell "feed" repaired: now it correctly gives another attack. (3 hours brainstorming, 1 line added)
      • D'tesh: game now begins with a vessel of d'tesh instead of a settler (removed code for d'teshi settler)
      • D'tesh: [TEST, NEEDS TWEAKING]wasteland removes rivers
      • D'tesh: haunted lands don't give a gold bonus anymore
      • D'tesh: some buildings (halls of d'tesh, temple to d'tesh) gave training bonuses to units that can't train (adepts, watchers) -> removed.
      • Lanun: Description of "War Tortoise" removed. Its subject was the war elephant
      • Mazatl: Changed icon for clear swamp (was the same as create swamp)
    • Leader Ophelia: The Gift is mandatory if she leads the Scions. It's not proposed if she leads another civ (bannor, dural, sheaim)
    • Icons: Added .dds icons for master of arcane_school promotions (colored scrolls)
    • Pedia:
      • Mana types now show correctly all buildings that provide it (was bugged for palaces giving more than 1 mana type)
      • Renamed the button "exit" to "exit civilopedia" in the 5 languages: "Exit Civilopedia", "Fermer la Civilopedia","Zivilopädie beenden","Esci Civilopedia","Salir Civilopedia" (if the translation is wrong, tell me)
      • fixed tags for civilizations strategy (the text was present but not used in the strategy field)
      • Created article for hills and peaks. Needs relevant info in it.
      • layout was improved
      • fixed some wrong links, due to literals
    • Tech screen: Fullscreen
    • Events:
      • Added a game option. People can choose to show (better understanding of the process) or hide (better immersion and roleplay) event answers that are blocked for them.
      • Over- and Under-Council used obsolete string for United Nations --> changed.
      • Unicorn: blocked "hunt for food" answer for D'tesh
      • happy hunting: one answer was meant for Scions only, but the prerequisite was missing --> added
      • Aeron Sign: triggers golden age for cualli (aeron=agruonn=their god)
        help didn't explain that armageddon increases --> added
      • CanDoScholars2 required the building library instead of the building class (thus breaking the event for all civs with UB libraries)
      • Eventtrigger mutate aka "flare of chaos mana" now correctly requires alive target (coherent with mutated prereqs: immune if notAlive)
      • Assassin captured: added answer for D'tesh --> 1 slave
      • reworked prerequisites for lots of events (canApply, cannotApply) and event triggers (canTrigger, cannotTrigger) to avoid all the useless "continue"
    • Spells: rewrote code to remove some duplicates: "Spiritual Hammer", "transmutation" and "purify"
    • Units: fire elemental could not enter tundra (too cold) but had no problem with glacier --> blocked too
    • Civic: updated apprenticeship description (it showed obsolete values)
    • Tags: removed some duplicates, added some missing
    • Languages: French : new translations added, and several wrong translations fixed
    • Code
      • created Sourceforge project with source (xml, python, C++ for the dll) available to anyone
      • better indentation of code files (only tabs instead of mix tabs&spaces), and removed useless tabs and spaces at end of lines
      • changing XML Text filenames and moving XML tags for more clarity (homogeneity)
      • changed a few txt_key for events -> easier to understand
      • the mod uses event txt keys from BTS. I copied them into the mod folder -> easier to find and update
      • removed obsolete unused python functions
  • 13.7 (2013-07-18)
    Spoiler:
    • Gameplay Fix:
      • Dwarf movement bonus is repaired (Game DLL by snarko)
      • Dominated units die when they're supposed to (instead of respawning) (Game DLL by snarko)
      • promotion "mastery of creation" was redone (by Horatius TODO : insert link)
      • Volcano now spawns obsidian on a "free" neighbour tile, not only on its own.
      • Lichdom now requires a living unit.
    • Interface: Lichdom is now hidden when disabled (<bDisplayWhenDisabled>0 instead of 1)
    • Regression Fix: Last version had broken Earth 3 map. It's now repaired.
    • Pedia Overhaul: If you don't like the following changes, just delete my 2 files (Assets\python\Screens\CvPediaCivilization.py and CvPediaMain.py) and rename default ones by removing .ORIGINAL (CvPediaCivilization.py.ORIGINAL and CvPediaMain.py.ORIGINAL)
      • The pedia is now fullscreen, instead of always 1024x768
      • Main screen: number of columns depends on resolution instead of always 3
      • Main screen: If the list contains few elements, they are in a single column (centered)
      • Civilization screen: panels are rearranged for readability (the bigger your screen, the bigger the panels)
      • Civilization screen: Added Strategy panel, to help new players get the concept of the civilization (I added a quick draft of D'tesh strategy to show the idea)
      • Civilization screen: Added color code: unique units/buildings in green, blocked units/buildings in red
    • Info screen/top 5 cities. The date of foundation is now visible
    • Info screen/statistics: removed espionage section
    • Corrupted pasture could be built on horse, camel or cow. I added bison (following the logic that a bison is a mount too)
    • Corrupted pasture now requires "animal husbandry" tech (which reveals nightmare). Before, if the player built it without the tech, it deleted the resource.
    • Tech: "animal husbandry" no longer reduces the building time of corrupted pasture.
    • Civ specific:
      • Khazad: The Guild of hammers does not cause CTD anymore
      • Khazad: enabled dwarven mines on peaks (RifE project since 2010)
      • Mazatl: the +1 commerce bonus with trails is now working
      • Mazatl: the "create swamp" spell is repaired
      • Scions: Ophelia (when accepting the Gift) received both agnostic and emperor's cult. It's totally redundant. --> agnostic removed.
      • Scions: Ophelia (when accepting the Gift) kept the "emergent" status. Now it makes her a major leader. (will prevent bugs once "emergent" works correctly)
      • D'tesh: changed "orphan golbin" event. Added realistic answer for necromancers.
      • D'tesh: Sucellus event (life mana) now hurts D'teshi instead of healing them.
      • D'tesh: repaired "lord of death has found us" event. "Continue" was bugged.
      • D'tesh: If they found a city on a living feature, converted to ash or corrupted pasture
      • D'tesh: Blocked building list is updated with wells, public baths and sewers
    • Pedia: added info: camps, farms, ... are basic improvements, and can thus be built from the beginning
    • Pedia: added info: Technology "Construction" allows swamps to spread irrigation.
    • Typo: Dragon's horde --> hoard
    • Typo: peek --> peak
    • Code: Only Scions can see Patrian Artifacts. Only D'tesh can build crypts. But crypts provided a bonus on Patrian Artifacts. -> Removed
    • Code: Duplicate TXT_KEY_PROMOTION_ORC_SLAYING
    • Code: Duplicate txt for twincast
    • Code: Unused TXT_KEY_PROMOTION_TUNDRAWORKRATE
    • Code: Missing TXT_KEY_TRAIT_ELDER_PEDIA
  • 13.6 (2013-06-19)
    Spoiler:
    • DLL: Included last updates by snarko (DLL+xml files)
    • Promotions/Obsolete: "winterborn" and "frostling" : units had bonuses on taiga and tundra, but not on glacier since it did not exist when the promotions were created. --> added
    • Art folder: Art files can be put in a fpk to get a quicker mod loading time. 13729 art files were in the .fpk, and 4174 outside. Now everything (except the bik short movies) is inside the fpk
    • D'tesh: removed the possibility for undead slaves to escape.
    • D'tesh: Thanatos and Dullahan have the flying promotion (they are angels with wings, not ostriches)
    • Promotion: "Flying" promotion now forbids "amphibious", since it was redundant. (same idea as lizardmen in previous changelog)
    • D'tesh: A crypt on salt gave +1 food. It's useless --> deleted.
    • D'tesh: The oasis disappears when desert becomes wasteland.
    • Textures: Lizardmen workers now use the lizard texture in lategame too (they used Archos textures)
    • Event message: the "Slave escapes" text appeared twice.
    • Menu "Custom game": the list of leaders is now almost alphabetical (you get the 83 normal leaders alphabetically, and then the 4 leaders from dural and hamstalfar modules)
    • Description: Auric upgrade is now easier to understand (he can "upgrade to commander" instead of "upgrade to Auric")
    • Pedia: repaired several wrong links (White Hand, the Draw, ...), corrected some typos, added missing strings
    • Code readability: Taiga, Tundra, Glacial, Snow, glacial, glacier, Ice were used indifferently for lots of variables. I defined a new Template rule for cold terrains: lvl 1 is taiga (climate boreal), lvl 2 is tundra (climate frost), lvl 3 is glacier (climate glacial). Nothing changes for the player. I renamed accordingly the problematic variables in all 56 xml and py files.
  • 13.5 (2013-05-18)
    Spoiler:
    • Mekara: Max's Mekara mod was merged with Final Fixes (17)
    • Cualli & Mazatl: Repaired Lizardmen promotions: the "Amphibious" promotion was listed as a possible upgrade for them (buyable with xp), but it didn't bring any benefit since they are natively amphibious --> The promotion is not listed anymore. (5)
    • Missing images: Added missing portrait of leaders Cuao-Ixl and Veraato (it showed a purple square) (13)
    • Missing text: Added 11 missing descriptions for events when exploring lairs (1)
    • Missing text: Added missing description for Inquisition (2)
    • Pedia/Lore: Added D'tesh background (15)
    • Pedia/Description: Repaired description for Humanist trait (Mekara leaders). It was written but the code had a typo: "humanist" vs "humanist1" (3)
    • Pedia/Wrong description: Corrected description of the wonder "Eyes and ears network": It needs open borders with 3 neighbours to work. Description didn't mention it. (6)
    • Pedia/Wrong description: Corrected description of "Slay orcish" promotion. It provides a 30% bonus, while flavour text mentionned 20% (9)
    • Pedia/Missing Text: Partly repaired description for Elder Malasa with placeholder text. Still needs RP text (18)
    • Pedia/Missing Text: Partly repaired description for White hand with placeholder text. Still needs RP text (19)
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Old Apr 17, 2013, 03:17 AM   #3
Ronkhar
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some info

Study and edit .xml or .py files
- download and install Notepad++ (ctrl+shift+f is a real friend in searching strings through all xml/py files), optionally adding some useful plugins (XML Tools, TabIndentSpaceAlign)
- associate xml and py files to that software (instead of the usual notepad from windows)
- download and install winmerge to compare different versions of the same file. (the soft shows both versions and colors differences very efficiently.)
- TODO: add here a few coding rules:
--- indentation with tabs, but inline alignment with spaces
For example
Code:
		self.mapWidth = self.map.getGridWidth()
		if (self.climate == 0):                          # Arid
			self.maxWindForce = self.mapWidth / 12
		elif (self.climate == 1):                        # Normal
			self.maxWindForce = self.mapWidth / 8
		elif (self.climate == 2):                        # Wet
			self.maxWindForce = self.mapWidth / 6
		elif (self.climate == 3):                        # No ice
			self.maxWindForce = self.mapWidth / 8
		self.mapHeight = self.map.getGridHeight()
--- Encoding: Civilization IV is unable to read UTF-8. That's why we encode files with the old regional encoding ISO 8859-1
--- tags sorted alphabetically in thematical files such as Traits, Units, Promotions, ... instead of several huge files (ffh, fall further, ...)


Show python errors ingame
Change these booleans in the following file C:\Users\Your_name\Documents\My Games\Beyond the Sword\CivilizationIV.ini
; Set to 1 for no python exception popups
HidePythonExceptions = 0
; Enable the logging system
LoggingEnabled = 1
; Enable message logging
MessageLog = 1

Not sure about that one :
ShowPythonDebugMsgs = 1

Edit the DLL
I MUST READ THIS TUTORIAL

================================================== ================================================== ===

Edit DDS images
- download gimp and its dds plug-in
- install gimp, copy the dds.exe file into the correct repertory inside gimp installation, for example C:\Utils\Gimp\lib\gimp\2.0\plug-ins\dds.exe
- open gimp, open dds files
- then, you're on your own

Edit fpk files
- pakbuild

Edit 3D models
- download and install Blender
- Niftools

Civ4 Modding tutorials (civfanatics wiki)
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Last edited by Ronkhar; Nov 14, 2014 at 06:07 AM.
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Old Apr 17, 2013, 03:39 AM   #4
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Various informations
  • Creation of archive for good size efficiency
    .7z, ultra, LZMA2, dictionnary 512MB. Uses 6GB to compress with 2 threads, only 400MB to uncompress. (FF 0.31 Complete is 1.42GB. The 7z file is 760MB)
  • Placeholder text for empty strings
    text needs to be written
  • Art files, bundled in .FPK file PAKbuild tuto
    Fpk contains "art" folder, which contains "animations", "civs", "effects", "equipment", ...
    In FFPak051.FPK, I found (2013-05-23):
    • these (probably ) useful files: textures (.dds, .tga, Gamebryo 3D engine files (.nif, .bf, .bfm, .h, .kf, .kfm), , .xcf (gimp image), .ico (icon), .bmp, .jpg, .png (the 3 classical image formats. Are they used by Civ4 or were they placed here for modder help?)
    • these useless files: thumbs.db (Windows miniature --> delete), bak (backup files --> delete), desktop.ini (Windows desktop --> delete)
    • these other files, whose extension I don't know (yet): .khf ori (1st line of file says "Gamebryo File Format, Version 20.0.0.4"), .kf warr(1st line of file says "Gamebryo File Format, Version 20.0.0.4"), .bpib (blender uses these), .dds~ (probably a backup of dds file), .max (1 file, 3DSMax??), .mtl (1 text file, mentions a dds file), .nif~ (probably a backup of .nif file), .obj (1 text file, mentions the mtl file, contains coordinates), .dds.orig (dds texture or related?), .settings (2 files called pikeman.settings)
  • Notepad++ "find in files" function
    ctrl+shift+f, filters "*.xml; *.py", folder "...Rise from Erebus\Assets"
  • Civpedia layout, when to use:
    • BOLD
    • [ H1] my_title [\H1]
    • [LINK=UNIT_NAME or TECH_NAME or PROMOTION_NAME]text_linked[\LINK].
    • [NEWLINE], new line, no indent
    • [PARAGRAPH:1], new line, with indent
    • [PARAGRAPH:2], see for example TXT_KEY_CONCEPT_BLIZZARDS_PEDIA
    • TAB
    • [CT_NAME], for the player name
    • Colors (CIV4ColorVals.xml)
      • [COLOR_BUILDING_TEXT]gray[COLOR_REVERT]
      • [COLOR_HIGHLIGHT_TEXT]blue[COLOR_REVERT]
      • [COLOR_ALT_HIGHLIGHT_TEXT]green[COLOR_REVERT]
      • [COLOR_UNIT_TEXT]yellow [COLOR_REVERT]
      • [COLOR_NEGATIVE_TEXT]red[COLOR_REVERT]
      • [COLOR_WARNING_TEXT]
      • [COLOR_TECH_TEXT]
    • ICON_ANGRYPOP
    • ICON_BAD_GOLD
    • ICON_BAD_FOOD
    • [ICON_BULLET], for bullet lists (liste à puces)
    • ICON_DEFENSE
    • ICON_DEFENSIVEPACT
    • ICON_EATENFOOD
    • ICON_GOLDENAGE
    • ICON_GREATPEOPLE
    • ICON_HAPPY
    • ICON_HEALTHY
    • ICON_MAP
    • ICON_MOVES
    • ICON_OCCUPATION
    • ICON_OPENBORDERS
    • ICON_POWER
    • ICON_RELIGION
    • ICON_SILVER_STAR
    • ICON_STAR
    • ICON_STRENGTH
    • ICON_TRADE
    • ICON_UNHAPPY
    • ICON_UNHEALTHY
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Old Apr 17, 2013, 11:59 AM   #5
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Thanks for your dedication to this very pleasant mod
tous mes encouragements
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Old Apr 18, 2013, 02:31 AM   #6
Calavente
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dito.
de même.
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-Richard,
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Old Apr 18, 2013, 05:57 AM   #7
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looking good
will you incude jotnar and Frozen?
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Old Apr 18, 2013, 06:23 AM   #8
Ronkhar
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@Opuhara&Calavente : Thanks for your encouragement

Quote:
Originally Posted by brydar View Post
looking good
will you incude jotnar and Frozen?
I think that's going into the "why not, will be studied" category.

I'm trying to focus on repairing this wonderful mod until it runs smoothly for every civ, with a complete/accurate civilopedia.
Then, I'll shift to expanding lore and adding new features.
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Old Apr 19, 2013, 06:10 AM   #9
Calavente
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jotnar are not "new features"... just that they weren't really balanced and AI compatible.

(do everyone know if maogata module works with final fixes?)
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Old Apr 19, 2013, 08:35 AM   #10
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Quote:
Originally Posted by Ronkhar View Post
[Thread under construction]
Hi,
Since Greyfox.me is down, RifE 1.4 cannot be downloaded anymore.
Moreover, the flame8 has no more time to contribute right now.
That's why I'm trying to take over the job
What? It can always be downloaded. See here: http://forums.civfanatics.com/downlo...=file&id=12320

Another link: http://www.moddb.com/mods/rife
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Old Apr 19, 2013, 08:42 AM   #11
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Err,
I know the civfanatics link redirects to moddB.
Once there, if I select "download now", I get "The file you have selected (RifE_1.4.exe) is not available via any mirrors. Please check back shortly as our servers update every 5 minutes. To access more download mirrors we encourage you to join the community, otherwise please be patient and keep trying."

I didn't try "download from Desura" as it requires yet another third-party program I've no use for. (and I've the RifE installer on my computer anyways)

If this latest way works OK, just tell me and I'll correct my error in the first post.
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Old Apr 19, 2013, 09:04 AM   #12
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Quote:
Originally Posted by Ronkhar View Post
Err,
I know the civfanatics link redirects to moddB.
Once there, if I select "download now", I get "The file you have selected (RifE_1.4.exe) is not available via any mirrors. Please check back shortly as our servers update every 5 minutes. To access more download mirrors we encourage you to join the community, otherwise please be patient and keep trying."

I didn't try "download from Desura" as it requires yet another third-party program I've no use for. (and I've the RifE installer on my computer anyways)

If this latest way works OK, just tell me and I'll correct my error in the first post.
The "Download Now" option works just fine for me... No idea what's going wrong on your end, seems odd.

The mirror it sends me to is here: http://www.gamefront.com/files/files...1/RifE_1.4.exe
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Old Apr 19, 2013, 09:57 AM   #13
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I can download from here: http://forums.civfanatics.com/downlo...=file&id=12320 but with moddB I get the same error message Rohkhar gets.
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Old Apr 19, 2013, 12:44 PM   #14
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Maybe it depends on which country you're downloading to?
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Old Apr 19, 2013, 12:47 PM   #15
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That, or perhaps registered users have access to more mirrors than guests.
(France isn't listed on the list of authorized countries for gamefront. Yet, I can download files from them)

If anyone can provide a direct link for the 1.4 soundtrack, I'll happily add it to the first post.
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Old Apr 19, 2013, 09:58 PM   #16
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Quote:
Originally Posted by Ronkhar View Post
That, or perhaps registered users have access to more mirrors than guests.
(France isn't listed on the list of authorized countries for gamefront. Yet, I can download files from them)

If anyone can provide a direct link for the 1.4 soundtrack, I'll happily add it to the first post.
http://www.gamefront.com/files/files...oundtracks.exe
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Old Apr 20, 2013, 04:13 AM   #17
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Quote:
Originally Posted by Ronkhar View Post
That, or perhaps registered users have access to more mirrors than guests.
That is the case. I was not able to download from that page (except for a single time) until I logged in with my desura credentials.
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Old Apr 22, 2013, 12:42 PM   #18
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1 bug detected. Please confirm.

Civ: Calabim.

Units related: Bloodpet, vampire, vampirized units.

Description: that spell which kills a bloodpet to heal a vampire and allow him attack again, only works 50%, it heals but dont reload his attacks.

Checked with pure vampires and bitten ones, and Loshas too.

Last edited by Amon Ra; Apr 23, 2013 at 04:06 AM.
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Old Apr 22, 2013, 01:54 PM   #19
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Quote:
Originally Posted by Amon Ra View Post
1 bug detected. Please confirm.

Civ: Calabim.

Units related: Bloodpet, vampire, vapirized units.

Description: that spell which kills a bloodpet to heal a vampire and allow him attack again, only works 50%, it heals but dont reload his attacks.

Checked with pure vampires and bitten ones, and Loshas too.
Thanks. I'll check that tomorrow.
PS : you've e-mail
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Old Apr 23, 2013, 04:05 AM   #20
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Spell name is "feed".
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