Erm (Extended religion modmod)

[to_xp]Gekko;7639899 said:
nice changes scheduled for the new version. Summon Agares is NASTY! just like it should be. I like it :goodjob:

Well, it is meant to be the end of things. :P

Although I will forewarn people that the turn you finish the ritual will take longer than other turns to process, due to the conversion of all the terrain.
 
What if the "evil altar" caused some percentage of damage to enemy units under a certain level each turn they remain within the "Obscurum Fidelis" (the owner's borders)? As more of the altar is built, it progressively affects units of higher experience levels.

With an early altar, enemy units that die within the Obscurum Fidelis provide some extra experience to disciple units in the same space as the altar. With a mid-level altar, defeated units return under the control of the altar's owner, as skeletons (or other low-level unit more appropriate to the owning civ (??). With a higher level altar, the enemy unit is reborn under the control of the altar's owner and gains the demon promotion.

This stuff that Amberville wrote about looks pretty cool. It seems a lot like
Spoiler :
the stuff that Tebryn was doing with the Black tower
The powers would be pretty strong if they were implimented so if I put it in I would put it on a higher level of the AotD and possibly boost the AoL.
 
This stuff that Amberville wrote about looks pretty cool. It seems a lot like
Spoiler :
the stuff that Tebryn was doing with the Black tower
The powers would be pretty strong if they were implimented so if I put it in I would put it on a higher level of the AotD and possibly boost the AoL.

I like the idea, it's just balancing it is the issue.

Perhaps make the AoL heal your units an extra X percent per turn or something.
 
Are you planning to introduce a win condition for OO? Because to summon Great Cthulhu to the World (or something else related to OO) would be the biggest pleasure I could think of.
 
Possible ideas for AotD:

At stage 5, enemy units which go within X amount of tiles of it gain the weak promotion
At stage 6, enemy units which go within X amount of tiles of it gain the weak and withered promotions

@Imuratep:
I may add in VC's for each religion later on, but no plans for that at the moment.
 
Possible ideas for AotD:

At stage 5, enemy units which go within X amount of tiles of it gain the weak promotion
At stage 6, enemy units which go within X amount of tiles of it gain the weak and withered promotions

@Imuratep:
I may add in VC's for each religion later on, but no plans for that at the moment.

Looks nice but the weak promotion is a horrible condition perhaps you could use another promotion or apply a copy of weak with a chance of wearing off.

Also, once I finally get around to updating my modmod (patches everywhere :crazyeye:) could I use the ideas in this modmod in it?
 
Also, once I finally get around to updating my modmod (patches everywhere :crazyeye:) could I use the ideas in this modmod in it?

Yeah sure, I don't mind. :P

Another possibility could be fatigued rather than weak. That would wear off when they retreated from the altar, but whilst close to it they'd suffer. (I would also propose enraged, but I dare say that'd get me shot.)
 
Planned altar effects:

# Altar of the Damned (unholy) will apply the fatigued promotion to units not owned by you within a 3 tile radius.
# Altar of the Damned (condemned) will apply the fatigued and withered promotions to units not owned by you within a 3 tile radius.
# Altar of the Luonnotar (divine) will heal your units within a 3 tile radius of it 15% per turn.
# Altar of the Luonnotar (exalted) will heal your units within a 3 tile radius of it 30% per turn.
# Altar of the Luonnotar (final) will heal your units within a 3 tile radius of it 50% per turn.
 
Added link to new download. Please delete your existing ERM installation before installing the new one.

0.30

* Completion of the Summon Agares ritual will cover the entire world with Hell terrain.
* Added Gardens of Sucellus world wonder:
Requires Balance
+3 happiness per city
+3 health per city
* Altar of the Damned (unholy) will apply the fatigued promotion to units not owned by you within a 3 tile radius.
* Altar of the Damned (condemned) will apply the fatigued and withered promotions to units not owned by you within a 3 tile radius.
* Altar of the Luonnotar (divine) will heal your units within a 3 tile radius of it 15% per turn.
* Altar of the Luonnotar (exalted) will heal your units within a 3 tile radius of it 30% per turn.
* Altar of the Luonnotar (final) will heal your units within a 3 tile radius of it 50% per turn.
* Switching alignment whilst controlling the altar of the Luonnotar will cause it to be destroyed.
* Switching alignment whilst controlling the altar of the Damned will cause it to be destroyed.
* Switching alignment whilst controlling the Gardens of Sucellus wonder will cause it to be destroyed.
* Evil civilisations can not research Balance
* Good civilisations can not research Balance
* Increased the amount of damage that Shrine of Sirona heals.
* New icons for the new rituals
* Added Faith technology (unlocks the new temples, required to research Balance, Hell's Intervention, Divine Intervention)
* Increased cost of Hell's Intervention, Balance, Divine Intervention
* Compatible with FFH patch O

Download here
 
well done. wouldn't Balance be more connencted to Dagda than Sucellus though? you could change the Gardens to be a Sanctuary for Dagda or something ;)
 
[to_xp]Gekko;7643016 said:
well done. wouldn't Balance be more connencted to Dagda than Sucellus though? you could change the Gardens to be a Sanctuary for Dagda or something ;)

True, I'll rename it in the next patch probably. :P

Reason I added the Faith technology was because without it, civs such as the Luchuirp wouldn't be able to access the advanced temples for the religions they would most likely follow (RoK for example.)
 
The 0.30 exe offers to install 0.20a... bit confusing

My bad, forgot to change the version name in the script. :blush:

Uploaded a version which has the correct number (although it didn't make any actual difference to the installation.)
 
Planned for the next patch:

0.30a (unreleased)
  • Civilisations who have Council of Esus as the state religion will be able to build the "Liort's backdoor curealls" building in their cities.
    Liort's backdoor curealls:
    Requires Medicine
    +1 Health
    +20% heal rate
    Units which start their turn in a city with the building will be cured of: withered, plagued, poisoned, diseased, weak.
  • Building will be destroyed if player switches state religion.
  • Meshabber of Dis cost lowered to 4000
  • Mithril Golem cost lowered to 4000
  • If FFH patch P is out, will be made compatible with it.
 
* Altar of the Damned (unholy) will apply the fatigued promotion to units not owned by you within a 3 tile radius.
* Altar of the Damned (condemned) will apply the fatigued and withered promotions to units not owned by you within a 3 tile radius.

Unless you can program the AI to avoid the city with this wonder, you may want to change that to "civilizations you are at war with". Otherwise open border agreements are going to be murder for the computer.

* Switching alignment whilst controlling the altar of the Luonnotar will cause it to be destroyed.
* Switching alignment whilst controlling the altar of the Damned will cause it to be destroyed.

Excellent! I also LOVE that you cannot build an altar as nuetral. It has always bothered me that nuetral civs can build the altar of Luonnotar.

* Switching alignment whilst controlling the Gardens of Sucellus wonder will cause it to be destroyed.

I hope I am not being a hippocrit, but is this needed? Yes, it is a great Wonder, but it requires (I assume) a long time to build, as any Wonder does. The Altars are much more powerful, and having the alignment requirement is so you cannot stockpile Great people, switch your alignment for a few turns, use the Great people, and switch back. Also, I tend to think that in late game and mid game FFH, the civs should have to choose an alignment. Losing a Wonder you spent a long time building because you suddenly realize you need to change sides to live is not very fun. I also don't think neutrality should be rewarded. :p

The same goes for "Liort's backdoor curealls". It is a nice idea, because it solves the problem of no priests for CoE, but I do not think it needs to be destroyed if you lose the religion. You spent a long time building these structures, and getting the building is the payoff for the time your city could have been building something else. I would, however, like to suggest the building be changed a bit. Having a free Pool of Tears in all of your cities is crazy good. I would suggest turning the +1 health into -1 health (that place cannot be clean), as well as having it be a spell that cures the diseases of the unit but costs money to use (maybe 20 gold or so).
 
Unless you can program the AI to avoid the city with this wonder, you may want to change that to "civilizations you are at war with". Otherwise open border agreements are going to be murder for the computer.

True, I'll look into it.

I hope I am not being a hippocrit, but is this needed? Yes, it is a great Wonder, but it requires (I assume) a long time to build, as any Wonder does. The Altars are much more powerful, and having the alignment requirement is so you cannot stockpile Great people, switch your alignment for a few turns, use the Great people, and switch back. Also, I tend to think that in late game and mid game FFH, the civs should have to choose an alignment. Losing a Wonder you spent a long time building because you suddenly realize you need to change sides to live is not very fun. I also don't think neutrality should be rewarded. :p

The idea was to try and give neutral civs something so the mod doesn't completely ruin them. Although thinking about it, if you already had part of the altar done, you'd lose it if you wanted to get the wonder, so I'll make it no longer be destroyed.

The same goes for "Liort's backdoor curealls". It is a nice idea, because it solves the problem of no priests for CoE, but I do not think it needs to be destroyed if you lose the religion. You spent a long time building these structures, and getting the building is the payoff for the time your city could have been building something else. I would, however, like to suggest the building be changed a bit. Having a free Pool of Tears in all of your cities is crazy good. I would suggest turning the +1 health into -1 health (that place cannot be clean), as well as having it be a spell that cures the diseases of the unit but costs money to use (maybe 20 gold or so).

Agreed, that was just a working prototype I made until I had feedback. :P I'll change the health increase to a decrease, and remove the heal rate change. The idea of it being only CoE was again to try and give them something useful.
 
The idea was to try and give neutral civs something so the mod doesn't completely ruin them.

I think requiring that you be neutral for the time it takes to build it is enough. I don't know that it needs its own tech, though. Maybe move it to Divine Essence and require Neutral? That way, as a late game Wonder, there is more risk in changing alignments just to build it. Unless more things will be added to Balance later. Also, the reward of being neutral is the diplo modifiers.

The idea of it being only CoE was again to try and give them something useful.

I completely agree that it should be a CoE building, just that it not be destroyed when you change alignments.

Also, in terms of lore, I am not sure Agares would want to enter creation. I believe he was all for the Compact, because he thought it would be easier to manipulate mankind rather than take Basium's approach. If he entered creation, it would just make him vulnerable (a deus ex machina like the Godslayer or another God would be summoned to counteract his entrance) and/or restart the Gods War. Agares wants to corrupt the world so the One destroys it, he does not want to destroy it himself.

Speaking of which, that gave me an idea. Might I suggest that each level of an Altar respectively effect the Armageddeon counter? And depending on how you interpret the Altar of Luonnotar (as I understand it, it summons the One to take the good souls of mankind into Heaven), the Altar of the Damned could be doing the exact same thing (summoning the One to force him into creation, having his holiness destory the corrupted world. Although that may be MC's bit of lore...). It would be interesting to change the win condition for each Altar to require that the Armageddeon counter be above 50 to complete the AotD and below 50 to complete the AoL.
 
I think requiring that you be neutral for the time it takes to build it is enough. I don't know that it needs its own tech, though. Maybe move it to Divine Essence and require Neutral? That way, as a late game Wonder, there is more risk in changing alignments just to build it. Unless more things will be added to Balance later. Also, the reward of being neutral is the diplo modifiers.

More things will be added to balance in future, I just haven't decided on what yet.


I completely agree that it should be a CoE building, just that it not be destroyed when you change alignments.

What I'm trying to avoid is people switching to CoE to take advantage of being able to build it, and then switching back to Order/AV/whatever giving them the benefit of that religion on top.

Also, in terms of lore, I am not sure Agares would want to enter creation. I believe he was all for the Compact, because he thought it would be easier to manipulate mankind rather than take Basium's approach. If he entered creation, it would just make him vulnerable (a deus ex machina like the Godslayer or another God would be summoned to counteract his entrance) and/or restart the Gods War. Agares wants to corrupt the world so the One destroys it, he does not want to destroy it himself.

That's why upon the ritual's completion the entire world is turned to Hell. You'd think the One might pay some attention perhaps, but again this is open for debate. I'm quite happy to alter names if people can give viable alternatives.

Speaking of which, that gave me an idea. Might I suggest that each level of an Altar respectively effect the Armageddeon counter? And depending on how you interpret the Altar of Luonnotar (as I understand it, it summons the One to take the good souls of mankind into Heaven), the Altar of the Damned could be doing the exact same thing (summoning the One to force him into creation, having his holiness destory the corrupted world. Although that may be MC's bit of lore...). It would be interesting to change the win condition for each Altar to require that the Armageddeon counter be above 50 to complete the AotD and below 50 to complete the AoL.

That is an interesting twist. If building each level raises/lowers the AC by 10 or something perhaps?
 
I think it would be great to have the altar of the damned spread hell terrain, and the altar of the luonnatar do the opposite ( fight hell spread ) , both with an increasing magnitude as the altar becomes more powerful. provides good civs with a passive, no-micromanagement-needed way to get rid of hell terrain, and evil civs with another way to spread it should hyborem get killed quickly... ;)
 
[to_xp]Gekko;7648963 said:
I think it would be great to have the altar of the damned spread hell terrain, and the altar of the luonnatar do the opposite ( fight hell spread ) , both with an increasing magnitude as the altar becomes more powerful. provides good civs with a passive, no-micromanagement-needed way to get rid of hell terrain, and evil civs with another way to spread it should hyborem get killed quickly... ;)

I might make it so the radius around each altar is either hell free/always hell, possibly the same radius used for the cure/infliction effects.
 
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