Some time back I made a few modules for RiFE 1.3x, then went off Civ in general for a bit and forgot all about them. RiFE updated to 1.4 and was followed by Ashes of Erebus, and my modules ceased to function due to the changes. More recently, I said I'd take on a few older modules that other people made and update them for Ashes This thread is here to collect all my modules in one place. One still has a thread of it's own, the others are all found right here. For posterity, historical reasons, and probably other things besides, you can find the old thread containing my RiFE 1.3x modules here. These modules are all intended for use with Ashes of Erebus - they have not been tested on RiFE 1.4 without AoE. Use them there at your own risk - but do tell me if they work fine, I'll add a tag on them here. They have also not been tested with my Rebirth and Legend modmod. However, this is a continuation of RiFE itself (without AoE) so as above, they should work with the following exceptions: Lizard Art Fix, Frozen, Jotnar. These modules have been merged (or updated) into Rebirth and Legend, and the versions found here are not compatible Important note for users of the SVN version of AoE: Thanks to black_imperator, my modules will soon be available without needing to download them here, and you can find them either by way of the launcher or in the inactive modules folder. The most recent versions will still be available on the download link below, but unless the updates have not yet reached the newest revision you don't actually need to download any of them anymore. Please still report bugs for them here though, so as not to clutter the Final Fixes Reborn thread. My modules: Master of Mana Buildings Latest version: 1.1 Spoiler : This module is the merger of what before were the 'Hell Stables' and 'Arcane Forge' modules, both buildings that are found within the Master of Mana modmod. As the name implies, there may later be further buildings from that modmod brought here, but for now this is simply a straight up port and merge. The Hell Stable is Hippus-only, available at Infernal Pact. The National Wonder provides 2 Nightmare, consumes 1 food, and may only be built once. Good for players who have Hell Terrain turned off or the Compact Enforced option turned on. The Arcane Forge is the Amurite-only replacement of the standard Forge, providing +1 Happiness from Enchantment Mana and a free Enchanted Blade promotion for all eligible units built in, or passing through, the city. If you're thinking of a MoM building you'd like to see similarly borrowed in this fashion, please remember MoM is a very different modmod, and many things simply have no partner in Ashes of Erebus. Conversions *can* be made where necessary, but if you're suggesting them, make them make sense. Fortifications Latest version: 1.2 Spoiler : As with the above, this merges the old modules 'Claimable Tower of Eyes' and 'Fort Fixes'. There are no other changes or planned additions to this mod. This module makes the Tower of Eyes claimable like a fort, and after a short delay it will upgrade into itself - but with a cultural control radius equal to that of the fourth tier Dwarven Mine. Fort Fixes ensures the Commander II (and equivalents) are properly applied to Fort Commanders (and equivalents) on Rinwell Isle and the Tower of Eyes, and also makes the Water Walking promotion get applied properly for all iterations of the Rinwell Isle improvement. Advanced Workers Latest version: 1.2 Spoiler : Previously the 'Luchuirp Worker' and 'Refugee Worker' modules, Advanced Workers is aimed, unsurprisingly, at workers. As Kilmorph taught the Luchuirp what they had forgotten, Mud Golems are now also eligible for the Dwarven Worker promotion, letting them build Dwarven Mines. Grigori Refugees may now also be upgraded into Workers, letting you take advantage of those races who have racial bonuses on their workers, or just boost your workforce a bit. Finally, this module introduces a new Amurite-only unit, the Geomancer, identical to the worker in all but one regard: They can built Mana Nodes. This has *not* been gameplay-tested, and untyped mana may cause issues with automated workers. More Arcane Latest version: 0.4 Spoiler : An experimental module, this introduces mounted versions of the Arcane units. This still requires balancing and tweaking in many places, and as such has a thread of its own here. While this module does not currently support any module-added civilizations, they will use the civilization-unspecific (Adept, Mage, Archmage) units like all other civs without a unique varient. Minimod: Giantkin Fix Latest version: 1.1 SVN version note: This module is not available for the SVN version, as this fix has now been merged, rendering the module obsolete. Spoiler : The Giantkin racial promotion should be followed by a series of Giantkin upgrades, starting with Renowned, that make them tougher. However the first of them was coded to require two applications of the Giantkin racial, which could never happen, even with a Jotnar module loaded. This mini-module fixes that. Planned Modules and Updates: Mana Keeps Spoiler : Mana Keeps are going to be National Wonders, with one for each kind of mana except for untyped and Refined. A Civilization will be able to own multiple Mana Keeps, but only one of each Mana Type. They will require access to two sources of their appropriate mana to build, will be fairly expensive in hammers, and when completed will produce one of that Mana type. There may be secondary benefits as well, and related Mana types may provide a bonus to build Mana Keeps, but these are as yet undecided. MA: Compatibility Spoiler : Not actually one module but likely many, these are intended to provide any additional changes that need to be made for module-added civilizations and modules that modify the adept/mage/archmage units. Training Academies Spoiler : Tentative module to enhance unit training slightly. Training Academies will come in several flavours for different kinds of units (archers, melee, etc) that already have a building that trains them. After building enough of them across your empire, a city with a Command Post can build (or have built by a Great General) a national wonder academy for that unit type, which can train units even further. The exact details are still being worked out. Modules by others, updated by me: Special note: These modules make use of python, something I have little experience with and have not used in my own modules. The python code in the following modules has only received at best minimal testing from me, and so there may be issues. Please report them to me here! LPlate has graciously offered his assistance should they be over my head, but even together we are not mind readers (the crystal ball was stolen by the Maogata - again) and so we cannot fix things we are not told about. Maogata Latest version: 0.5 Original author: Shoggi Spoiler : Adds the Maogata civilization to the game, a feline race. Link to original thread - as yet, no changes have been made except for those needed in updates. Myu Collective Latest version: 0.7 Original author: EugeneStyles Spoiler : Adds the new civilization the Myu Collective to the game, a race of psychic dwarves. Link to original thread Saila, the Everchanging Latest version: 2.3 Original author: Shoggi SVN-version note: This module has been updated by black_imperator and can be found in your Inactive Modules folder Spoiler : Adds just one unit to the game, Saila the Everchanging. Spawns as a one-strength barbarian unit, but each time she's killed she comes back stronger on the side of the Civ who killed her. Keepers of Noggormotha Latest version: 1.4 Original author: jonnes SVN-version note: This module has been updated by black_imperator and can be found in your Inactive Modules folder Spoiler : The Keepers of Noggormotha are a group of units who each hold a piece of the demon Noggormotha within them, who wants to be reunited to reform into a powerful entity. As each Keeper slays another Keeper, they acquire the piece resident in their slain brother and grow more powerful. Jotnar Latest version: 2.23 Original authors: Opera, Shoggi, the RiFE team Additional Note: This module is no longer maintained. There is a version available for 14.11, but I cannot guarantee whether or not it will work. A version may be forthcoming for the svn version depending on what I do with it. Spoiler : This is the Giantkin race that was made, but for the most part left as a disabled module. Version 1.1 available below is the last straight-port (and bug-fix) version of this module. Versions 2.0 and above have been overhauled by me, and are not save-game compatible with any previous versions. Neither the straight-port or my overhauls versions are compatible with LPLate's JotnarL module. NOTICE: If you are getting Text Key errors with the overhauled version, remove the CIV4GameText_Jotnar.xml in Assets\XML\Text folder of Ashes of Erebus. Frozen Latest version: 1.12 Original author: TC01 Additional note: I am no longer handling updates to this module. There is a version available for 14.11, but I cannot guarantee it functions. There is a functional version available in the svn version. Spoiler : Adds the Frozen to the game, a new summonable Civilization that is a cross between the Illians and the Infernals, led by Taranis the Unchanging, Mulcarn's Archangel. The Frozen are summoned with the Liberation ritual, gain Frozen Souls when units with the Winterborn promotion are killed, and can ascend Taranis to Taranis Ascended - which prevents Auric from doing so, even if he becomes slain. Scion Healthcare Latest version: 1.7 Original author: odalrick Spoiler : Link to original thread: Clicky. Details, as written by odalrick: I got tired of all the useless health buildings in my build queue as Scions of Patria. I know they are there so you can combat Unhealthy Discontent before Sorcery, but their names still annoy me. Why would Scions have an infirmary? Just die already and accept the Emperors Gift. Why waste effort on building a Granary, just starve and accept the Emperors Gift. Why an Elder Council when every single citizen in the empire is older than other civilizations? So I replaced the health buildings with unique buildings, intended to have about the same value to a Scion player as the original buildings have to a regular civ. Khazad: The Next Generation (aka Dwarves) Latest version: 1.1 Original author: Beardy Dan Spoiler : Original thread link: Clicky. Makes some tweaks to the Khazad (and a few to the Luchuirp) that changes their arcane units and fort commanders. See thread for original details, and changelog for my additions and tweaks. Werepyres Latest version: 1.1 Original author: Shoggi Spoiler : Original thread link: Clicky. What happens when a Werewolf gains Vampirism? Or a Vampire becomes a werewolf? With this module, they gain Conflicted Blood as a promotion, which has a chance to kill the unit. But if they don't die, after a few turns they become stronger instead - they become Werepyres. Lizard Art Fix Latest version: 1.4 Original author: Milega Spoiler : Original thread link: Clicky. Several units in the Cualli and Mazatl civilizations have human artwork, or don't make sense - such as a Chariot in a jungle. This module provides lizard art for Great and Fort Commanders, and disables those units that don't make sense in a jungle. Additionally, lizards that stray out of jungles now get a promotion that weakens them slightly. Reformed Liches Original author: Odalrick Original thread Short description: Better dying through unholy rituals Research Grants Original author: Odalrick Original thread Short description: Spend gold to make your arcane units immobile for a short time, but afterwards gain an experience boost. Aside from 'More Arcane', the latest versions of these three modules will always be linked to below. My Dropbox is used here to make it easy for me to provide updates - if this is a problem please let me know and I'll send you the modules by PM instead. To aid me with links, there are no version numbers provided in the download names. To find what version of a module you are running, simply go into the folder for that module and check the text files there - version contains only the version, the changelog is... well, the changelog, and info is used by the launcher. Download Links All downloads for both 14.11 and svn versions of Ashes of Erebus are now contained on my Google Drive, available here. Downloads are organised by folder, please make sure you use the correct folder for your version of Ashes of Erebus.