Final Fixes

Just wanted to say thanks!

This is still the best evolution I've played of any civ game in existence and glad to see its still getting some love.

Time to break it out and play some more, not that it ever collects dust on my hard drive. ;)
 
First few hours with the fixes applied. Couple of things I noticed and figured I'd throw out there.

I rolled Doviello with the Baron. After winning fights units acquire the scavenger perk, a nice little bonus for 5 turns that says it can be sacrificed for 10 food to the nearest city, but I'm not seeing an option to utilize it that way in or out of a city. Probably best it doesn't work since converting victories to food would probably be imbalanced, but figured I'd mention it.

Also, is it just me, or is Cuai-Ixl of the Cualli without a pic?
 
The scavenger promo only lasts 5 turns after winning combat for any dov unit it seems and reduces its upkeep for the duration in addition to the supposed food bonus if sacrificed early.

Got about 3 hours into that game and decided it was too much of a pushover to keep going. Tried it on epic speed monarch difficulty standard size map and only about 100 turns felt the game was pretty much over after destroying 2 civs, capturing their capitals, and having 2 more civs on the chopping block.

Part of it was luck (my Lucian became a beast...literally. He became a werewolf via the Foxford event and started converting with righteousness, but the somewhat imbalanced part I think was vast amount of animal support he had from the Kindred Spirits spell my scouts acquired at lvl 5. They pretty much converted every animal they met without a fight after that from wolf to elephant. The feral trait is powerful enough on its own I think without such an easy method of animal conversion. Thoughts?
 
Also, is it just me, or is Cuai-Ixl of the Cualli without a pic?

Could it be the bug reported in the thread A wild patch appeared?

To repeat some info from the net, the unpack utility can be downloaded from http://www.civfanatics.net/downloads/civ4/utility/PakBuild.zip. And no, the art files are not included in FFPak051.FPK either.

Let's hope snarko can find the time to provide a fix...

EDIT: But these files are in the subversion repository at http://rife.svn.sourceforge.net/viewvc/rife! Sorry, should have thought of this possibility earlier. If you unpack the attached archive in ...\Mods\Rise from Erebus\Assets\Art\Interface\Leaderheads, there should be no more pink blobs.

Actually, there seem to be even more art files in the repository than in the RifE folder. If pink blobs should turn up in other places, maybe that can be helped too.

If so, you can download a file from there. Just click on the yellow arrow in the red box. (Next to last post; sorry, apparently I'm not allowed to append it again!)

Better yet would be if The_Flame8 could include these pictures in his fix. BTW good work! :thumbsup:
 
Problem with changing the FFPak051.FPK is that it's very large and posting a fix would take a lot of work for a little reward. If someone who knows how to do that without screwing everything up would like to do that for me I would be glad to include it, but I honestly don't know how. All the responses have reminded me how much I love this project, so I'm going to return in part to continue though work will be slow and work will remain mostly with xml and I delayed 0.4 to do more work on it.
 
so...
can we start the "happy-dance" ?:banana::woohoo::banana:
 
According to the XML, it should be removed when you upgrade the apprentice to a tier 3 unit (e.g. wizard). If it doesn't, this is a bug.

Then its a bug. Happened to me i upgraded 1 adept to firebow, and that firebow kept the unprepared promotion, turned barbarian and started shotting fireballs to me.

PD: icestealth, both Doviello and Ember clan are simply overpowered machines of early-game-chops
 
Just wanted to say thanks for picking up this project and continuing on with it. Civ4 has brought me tons of entertainment and this mod and modmod especially!
 
So after reinstalling Civ from scratch (it had been a while and I'd uninstalled it), and installing RifE, Snarko's patch, and final fixes, I am seeing some very strange missing text keys.

The weird part is they seem to be vanilla Civ text keys in many cases; for example, TXT_KEY_DECLARE_WAR_YES and NO are missing; so are the text keys for lock modified assets and new random seed on reload.

Anyone have any clue what could be the cause?

EDIT: Also, found a fairly major bug with the Mekara. They can't actually create Sluga, because all of the Sluga creation spells require BUILDING_MAGE_GUILD instead of BUILDING_SHAPER_CABAL. Since the Mekara don't HAVE regular mage guilds...
 
Problem with changing the FFPak051.FPK is that it's very large and posting a fix would take a lot of work for a little reward. If someone who knows how to do that without screwing everything up would like to do that for me I would be glad to include it, but I honestly don't know how. All the responses have reminded me how much I love this project, so I'm going to return in part to continue though work will be slow and work will remain mostly with xml and I delayed 0.4 to do more work on it.

Why would you want to change FFPak051.FPK? As said before, the files are meant to be placed in ...\Mods\Rise from Erebus\Assets\Art\Interface\Leaderheads.
 
You do not need to modify your FPK. You can place the files in a folder following the same path as kanban42 said. For each specific file, the game will not use a file in the FPK if it can fin another file with the same path and name outside of it. That way, you can patch art without having to unpack, modify, repack and redistribute FPKs.
 
I just wanted to thank all you guys for continuing to work on this mod. I haven't touched any civ in probably 6 months but I just came across this and I am about to start a game.
 
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