4 modmods for RIFE

Which file do you like the bes of the 4 modmods?


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SeanDeven

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I felt frisky and put together some of my Favorite modules for RIFE

In this package WHICH i GIVE FULL CREDIT TO Tarqulene FROM WHICH I DOWNLOADED FROM AND EDITED for RIFE

There are 5 files

-SALT GOLEM
Salt Golem for the Luchuruip-REQUIRES ALTERATION

-GRIFFON
3 Griffons replacing horses for the Elohim
Required Techs:
Griffon Aspirant: Philosophy
Griffon Knight: Religious Law
Exalted Griffon: Theology

-RWW
Blasted Garden Wonder giving 1 food,1 trade route, reagents, the mutated promotion and 3 unheathliness REQUIRES SORCERY
-HOLY WARRIORS
A religious "hero" for emperyian, council of Esus, octopus overlords, in addition the Runes of kilimorph gain earthmasters (earth affinity dwarven druids)
(i EDITED THE HEROS A BIT FROM THE ORIGINAL MORE COMPARIBLE TO SPHENER AND MADERO)

-CAS
Calabim Assassin and Shadow-STATS MORE IN LINE WITH VAMPIRES
----(MY ADDITION AND FIRST GO WITH BLENDER)Archmage(REAPER) w/Shadow affinity for the Sidar


I put these files in the "normal mods" folder
If you do not like any of the modules you can delete the appropriate files.
FURTHER DETAILS AND CREATION ACKNOWLEDGEMENTS ARE IN THE FOLDERs README

V.1
edited to xienwolf's modular schema



Griffon Aspirant no longer freely goes in enemy territory
Griffon Knight now Griffon Rider
Exalted Griffon now Griffon Knight
Griffon Aspirant require horsebackriding tech
Griffon Rider and Knight require stables as well as horseback riding

-edit- forgot to add the updated cas folder now intergrated
Reaper no longer automatically pillages

V.2
Some New art from esvath for
sidar archmage
calabim assissin/shadow

updated Salt Golem
- requires salt
- no longer melee
Spoiler :
View attachment 240759

UNITS.JPG


I'm having trouble uploading files. I will get the updates on as soon as I can.
 
I think Griffon Aspirant maybe sould go more in line with other Horsmen and only get Strength 4 and if you whant to offset the attack penalty maybe 5/3. Even with them placed on a bit later Tech the bonus to explore Rival Teretory and able to Fly are big. Also not needing to research Horseback Riding for the Unit instead geting it on the way to the Religions is also a big Advance. I dont say its inbalanced in RiFE but it fells more corect that way.
 
I fired up the "holy warriors" file to give it a try, and the new units are all there, but the graphics are broken (red blobs). What am I doing wrong?
 
I think Griffon Aspirant maybe sould go more in line with other Horsmen and only get Strength 4 and if you whant to offset the attack penalty maybe 5/3. Even with them placed on a bit later Tech the bonus to explore Rival Teretory and able to Fly are big. Also not needing to research Horseback Riding for the Unit instead geting it on the way to the Religions is also a big Advance

I went back to look at the Aspirant and the bonus to explore rival territory is a holdover and should have not made in the mod(my mistake), the the knight and exalted should not have this ability.

I was debating myself the Aspirant strength and defense thinking 4/5 with the attack penalty to hold off waves of skeletons,minotaurs, giants, and whatever else comes but i left it as was written. Maybe requiring horseback riding to build the aspirant and other griffons (it makes sense)keeping the aspirant strength and defense at 5. I will play around with Elohim and see if nerfing them is better than requiring horsebackriding to build them.

Thank you for the comments.
 
Instead of add the requirment Horsbackriding direkt how about require a Stable to build it? Also because of Scouts can upgraded to Horseman I think of them more like Hippogriff rider so even if the Race promotion is keept its still OK. Btw RIFE already have 4 different Griffon strength for the Animal faction so maybe your naming can get along with the RIFE naming. My suggestion about Naming would be Hippogriff Rider/Knight for the first 2 and Griffon Knight for the 3. Also a building Bonus if the Hippogriff Weyr or the Griffon equifallent is in the city would be nice, but I dont know if this is posible in XML.
 
Why does it list the whole civ? Using the modular system Xienwolf merged from WoC, you only have to list changed entries.

Something like this (from memory, not going to be the exact tags):
Code:
<Civilization>CIVILIZATION_CALABIM</Civilization>
<UniqueUnits>
    <Unit>UNITCLASS_ASSASSIN</Unit>
    <UU>UNIT_ASSASSIN_CALABIM</UU>
</UniqueUnits>
 
You're correct on how to alter it, and there's a specific tag (overwrite, or something... Can't remember) used to delete an entry. When removing just a tag or two, you need to list the ENTIRE unit's entry, as otherwise it will assume 0 for everything not listed and the unit will be broken. ;)
 
It's not possible to actually delete a record, only change it to never be used. Making a spell have a requirement that can't be fulfilled for instance.

Altering an entry is as simple as listing a new value. The only problem is that one cannot change the entry to zero, as zero is internally used to mark an entry to not change. (Apparently unlisted entries are assigned zero by default.)

To change a value to zero one has to add the entry <bForceOverride>1</bForceOverride> to the record. This resets all fields to the default, and you have to repeat everything from the original record.

Edit: Fields aren't reset to zero as I first wrote, they're reset to whatever the default is.
 
Actually, 0 isn't necessarily the default value. Depends on the tag. AlignmentShiftTowardsNeutral, for example, has a base value of -1 so that 0 can be used to bring you to complete Neutral status.

Do you mean that putting 0 in that tag will change it in modular loading? Or just that that is what it is reset to when you say the entire record should be overwritten?

And on another note, if AlignmentShiftTowardsNeutral is normally -1, does that mean everyone usually goes away from neutral by 1 all the time?
 
Do you mean that putting 0 in that tag will change it in modular loading?

What I meant was that 0 is not always the default. If a tag is not explicitly defined on the unit, the default value is loaded; In the case of AlignmentShiftTowardsNeutral, that value is -1. So setting the tag to 0 WILL have an effect in modular loading. Several other tags are similar, but it's usually obvious.

Or just that that is what it is reset to when you say the entire record should be overwritten?

If you set the overwrite tag (whatever the hell it's called, I forget), it will set the tag to it's Default Value. This is generally 0, but again, not always. In the case of this tag, it's -1, so the tag will be reset to -1.

And on another note, if AlignmentShiftTowardsNeutral is normally -1, does that mean everyone usually goes away from neutral by 1 all the time?

Actually, the way AlignmentShiftTOWARDSNeutral works is by taking the absolute value of the
'AlignmentShiftValue' you put in, and moving towards the abs value of the 'ShiftTowardsNeutral' value you set, so long as that change brings it closer to 0. Say you have two leaders, one at 400 and one at -200. Cap is 100, shifts by 10 a turn. The first leader will move down towards 100, and after 30 turns will stop moving. The other will move UP towards -100, and stop moving after 10 turns.

The code is set to ignore the default value (-1), as it is the same thing as 1 and I wanted to be able to have it take you to absolute neutral. ;)
 
Btw RIFE already have 4 different Griffon strength for the Animal faction so maybe your naming can get along with the RIFE naming.

The griffons are not animal units they are mounted units.

Also a building Bonus if the Hippogriff Weyr or the Griffon equifallent is in the city would be nice, but I dont know if this is posible in XML.
I was thinking the Hippogriff Weyr is for the more ferel brothers of the Elohim Griffons.
 
Hippogriff Weyr is a Transport Building that can lift 2 People per Turn to a other City and is builded from a captured Hippogriff, maybe you didnt know this. Because the "Wild" Griffon are much stronger then your Griffon Aspirant (Str 5) and Griffon Knight (Str 6) I think its more logical that its only Hippogriff with Rider. (Hippogriff Str 3, Hippogriff Flight Str 6, Griffon Str 9, Griffon Flight Str 18)
But its your modul and I only write this because you asked for feedback.
 
But its your modul and I only write this because you asked for feedback.
I want all the feed back I can, it is very helpful. This is really not my module it's Tarqulene's, I'm just adapting it to RiFE world, I only claim the Reaper.

On that note;
maybe you didnt know this
I didn't exactly, I've never built the Weyr.:thanx:
I'm looking at the pedia entries and only the Hippogriff (Str 3)or Griffon (Str 9)can build them not the Hippogriff Flight nor Griffon Flight. The Griffon Knight, now Griffon Rider (Str 6), appears to be a logical candidate to be able to set up the Griffon Express, I mean Weyr. I'll take a look at the entries and see how they are set up.

And Schwarzbart you've helped out the Elohim immensly, it is not a civ I usually play.
Besides Valkrionn set me straight on using the modular system Xienwolf made. Without feedback the mod cannot improve.
 
I found a oversight. Your Salt Golem is defined as Melee Unit and all other Golems of the Luchuirp (Mud/Wood & Iron Golem at last) dont show a Unit Category. This resoult that if the Salt Golem somehow get a level It can get Promotions like a Melee Unit in oposit to the other Golems.
 
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