Adding stuff from Rise of Mankind

Vorpal+5

Venturing in Erebus
Joined
Mar 25, 2008
Messages
658
Hi,

I guess most of you play, played or at least know about this huge mod, Rise of Mankind.

How about adding (ripping :) ) some stuff from it (with author's consent) and add it to the FFH line of mods?

I was thinking of adding myself some buildings, that can add a bit of fresh air to FFH, for example High Wall, Jeweler, Brothel, Bazaar, etc. There is a plentiful of buildings which would fit in FFH/FF/Rife, don't you think so?

There are others really cool stuff in this mod, like what a building will actually gives you (say if you build a market and have a +50µ% gold bonus in the city, the tooltip indicates: actual: +4.5 and not +3).

Or the multi objects production. This one is excellent! For cities with big production, you can produce several units of the same type per turn! For example if you have 100 Production, you can churn out 4 warriors a turn, or more simply you can finish a building and produce an unit the same turn!! I don't know if this is difficult to add in Rife but this is cool...

Or the little icons to filter units by type, wounded or not, etc.

Or more types of roads...

Etc.

I would like to start myself by adding some buildings, but even if I can already add some myself from scratch, I'm running in a basic problem right now. Here is the art definition of a building in ROM:

Code:
		<BuildingArtInfo>
			<Type>ART_DEF_BUILDING_JEWELLERY</Type>
			<LSystem>LSYSTEM_3x2</LSystem>
			<bAnimated>0</bAnimated>
			<fScale>1.05</fScale>
			<fInterfaceScale>0.6</fInterfaceScale>
			<NIF>Art/Structures/Buildings/Market/Market.nif</NIF>
			<KFM/>
			<Button>,Art/Interface/Buttons/Buildings/jewellery.dds,Art/Interface/Buttons/RoM_Building_Atlas.dds,6,4</Button>
		</BuildingArtInfo>

I'm unsure about the entry LSystem, can I use it as is?
And I don't find this file in the ROM directory:
RoM_Building_Atlas.dds
strange...
last, why there is 2 files listed in the button entry? First jewellery.dds then RoM_Building_Atlas.dds,6,4 (I understand it is: fetch icon of coo 6,4 in the dds file).

Sorry about my basic problems, but if someone can help.

But anyway! what do you think globally of taking some stuff from ROM? That would be easy for veterans modders and would add much content! And yes... sometime quantity is a quality ;)
 
Jeweler is already a Kurioates Building in RiFE.
Brothel sound like something that would fit Council of Esus / Deception Tech
Instead of High Walls I would prefer the addition of Castle as addetional Defense Building.
 
Hi,

I guess most of you play, played or at least know about this huge mod, Rise of Mankind.

How about adding (ripping :) ) some stuff from it (with author's consent) and add it to the FFH line of mods?

I was thinking of adding myself some buildings, that can add a bit of fresh air to FFH, for example High Wall, Jeweler, Brothel, Bazaar, etc. There is a plentiful of buildings which would fit in FFH/FF/Rife, don't you think so?

There are others really cool stuff in this mod, like what a building will actually gives you (say if you build a market and have a +50µ% gold bonus in the city, the tooltip indicates: actual: +4.5 and not +3).

Or the multi objects production. This one is excellent! For cities with big production, you can produce several units of the same type per turn! For example if you have 100 Production, you can churn out 4 warriors a turn, or more simply you can finish a building and produce an unit the same turn!! I don't know if this is difficult to add in Rife but this is cool...

Or the little icons to filter units by type, wounded or not, etc.

Or more types of roads...

Etc.

I would like to start myself by adding some buildings, but even if I can already add some myself from scratch, I'm running in a basic problem right now. Here is the art definition of a building in ROM:

Code:
        <BuildingArtInfo>
            <Type>ART_DEF_BUILDING_JEWELLERY</Type>
            <LSystem>LSYSTEM_3x2</LSystem>
            <bAnimated>0</bAnimated>
            <fScale>1.05</fScale>
            <fInterfaceScale>0.6</fInterfaceScale>
            <NIF>Art/Structures/Buildings/Market/Market.nif</NIF>
            <KFM/>
            <Button>,Art/Interface/Buttons/Buildings/jewellery.dds,Art/Interface/Buttons/RoM_Building_Atlas.dds,6,4</Button>
        </BuildingArtInfo>
I'm unsure about the entry LSystem, can I use it as is?
And I don't find this file in the ROM directory:
RoM_Building_Atlas.dds
strange...
last, why there is 2 files listed in the button entry? First jewellery.dds then RoM_Building_Atlas.dds,6,4 (I understand it is: fetch icon of coo 6,4 in the dds file).

Sorry about my basic problems, but if someone can help.

But anyway! what do you think globally of taking some stuff from ROM? That would be easy for veterans modders and would add much content! And yes... sometime quantity is a quality ;)


First off, the code: LSystem is used for Era art. Shouldn't have any problem adding it as is, should even be picked up and changed based on civ (cities use civ-specific art).

As for other stuff....

  • Adding alot of new buildings is actually rather pointless unless the techtree is also expanded; You need a place to put them without overloading existing techs.
  • The improved tooltip I'll look at, sounds good... I know we already show how much commerce a Courthouse will save you, thanks to Jean. ;)
  • Multiple Unit Production... I announced a few days ago that we merged this. :p 'Production Overflow' is the term I used, because that's what the original author, Denev, used in the code. It's attached to trait, so not everyone will get it... Certain civs like the D'tesh would be horribly OP with it.
  • New roads, I'm unsure of. I'm thinking of removing the Trail/Caravan Route, and that leaves us with a Road, and a RailRoad. To get the second, the Mechanos must be in game so you can get some Refined Mana... Either by conquering them, trading, or adopting Machinarum.
 
Some old fantasy strategy game that I remember playing had "enchanted roads" or something to that effect. Would be a way for you to get better than roads but maybe not as good as railroads, and as a bonus it wouldn't require the Mechanos/Ordo Machinarium to be in the game. Would require Alteration or Sorcery and Enchantment Mana, and maybe be a blue-tinted road (or white, if blue is too ugly). Just a thought.
 
Some old fantasy strategy game that I remember playing had "enchanted roads" or something to that effect. Would be a way for you to get better than roads but maybe not as good as railroads, and as a bonus it wouldn't require the Mechanos/Ordo Machinarium to be in the game. Would require Alteration or Sorcery and Enchantment Mana, and maybe be a blue-tinted road (or white, if blue is too ugly). Just a thought.

That's not "some old fantasy strategy game"; that's Master of Magic.

I second this idea. Having Enchanted road as a Road add-on is quite a good idea. For example, "Enchant road" could be added as an Enchantment spell for Adepts.
 
Thanks for the feedback. You know Valkrionn, ROM don't bother much about buildings and techs... Many techs give several buildings, often 3, but you have some which give you no less than 6 new buildings, including wonders... So there is room to had some buildings without creating techs.

I'll make a first try, in modular loading, to add a few buildings, just for the fun of having novelties... But I still don't find where in the world they put RoM_Building_Atlas.dds, it is not in my whole ROM directory, strange no?

As for Enchanted Roads, I second that!!

And yes, it was Master of Magic, ye old and goode grand father. Let's bow all before the Master!
 
By the way, Enchanted Roads can not only give Boni to speed of own units, but also neglect Commando trait of enemy units (if that's codable).
But this would make it quite a powerful spell - at least Tier 2.
 
Hahah, you're right my bad, been so long I thought it was Age of Wonders or something. Wow. Off to try and find my copy again...
 
The FfH and RifE tech trees are relatively wide but short compared to BTS. The tech tree for RoM/AND is quite long (and has something like 4 times as many techs as BTS), so it's not quite as important that any given tech be balanced with those around it. Also they use the Tech Diffusion mod which helps trailing players get techs faster when they're widely known, which keeps everyone fairly caught up with each other. But since we're fairly strongly encouraged not to get every tech in RifE, overloading any one tech is a big deal.

On the enchanted roads, does anyone think it would make sense to let workers build them directly, if you have access to Enchantment mana (In MoM, recall that all Myrror roads automatically were enchanted as built by workers)?
 
Hahah, you're right my bad, been so long I thought it was Age of Wonders or something. Wow. Off to try and find my copy again...

I could not have been a mistake since Age of Wonders also has enchanted roads.:D

This also reminds of the domain spells those games had. For those who haven't played them, AoW had global enchantment spells that affected units in your domain (territory). We already have a couple for Empy and Esus. Maybe some new ones like enchanted roads, buffs, curses, etc. They could be rituals that have a duration or heavy upkeep cost of some sort (or both). Would something like that (both positive and negative buffs) be too strong? Would this just be another thing the AI has no idea to use? Too hard to balance?
 
On the enchanted roads, does anyone think it would make sense to let workers build them directly, if you have access to Enchantment mana (In MoM, recall that all Myrror roads automatically were enchanted as built by workers)?

That reduces micromanagement, but in my opinion completely lacks flavour...
 
Hahah, you're right my bad, been so long I thought it was Age of Wonders or something. Wow. Off to try and find my copy again...

You're right. Theres an "Enchanted Roads" Spell in Age of Wonders - Shadow Magic, too.

EDIT: Ooops, I should have continued to read - Riot Starter already explained that...
 
but it would be a necessary reduction of micromanagement, imagine move one or two mages around your empire casting enchant road on every tile, annoying? I'd say so.
 
Not necessary. If someone wanted to add Enchanted Roads (I won't; Like I said, more likely to go for Imperial Roads), all they'd have to do is give Enchantment 2 a PromotionBuild for it. VERY simple to do.

Code:
<PromotionBuilds>
    <PromotionBuild>BUILD_ROAD_ENCHANTED</PromotionBuild>
</PromotionBuilds>[code]

And now the mage itself would be able to go around building roads. ;)
 
This thread caused me to check out ROM, and it turns out to be a great module, same goes for one of its major Modmods, "A New Dawn."

One or more playthroughs may present little inspirations to buff up any module, have to take into account though that a wildly different tech tree and really a different design philosophy behind units means not as much is as portable as you'd think. Still, "little ideas" crop up, like when you get events that affect a single tile (like "tin" or "jade" or "parrots" appearing in a plot), an "Alt-S" style landmark sign pops up to remind everyone that "Parrots, +1C" exist on a certain tile. This can be useful information to a conqueror who has absolutely no idea why their victim's jungle square has more commerce in it than usual, or maybe in cases, less goodies than usual (think of a sign popping up of "Muris Dump, -1F."

Again, that's just one example that I noticed which may not be to everyone's taste, but again, playing a different mod or two outside the FFH2 "family" can inject some new ideas or takes on things. Heh, or it can at least kill time while patches pull together!
 
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