Final Fixes

and I'll add that normally "canonically" evil and good in Erebus IS NOT evil and good on Earth..

evil is : supporting the fallen archangels (gods) (and their demon minions) and/or rebel against the ONE
good is : fight the fallen gods and the demons... (even if for that your strategy is to kill every firstborn female (or male) of your civilization)
much like the Order or the mercurian prefer to raze a "good" city than letting one AV worshipper (or demon) alive while they are still named as "good" civs..

roughly, here GOOD means LAWFUL and EVIL means "UN-LAWFUL"... but taken in the context where the LAW is the ONE or at least the way the gods/archangels interpreted the will of the ONE before the FALL.

(MC is allowed to critic all I said if I erred)
 
Honestly, my only purpose for alignment in this game was figuring out how to turn neutral so I could have Druids.
 
Yeah, the alignment seems to have only a major effect on relations. With Jheral I'm not completely with the lore, but I feel alignment have their place. I preferred just one axis instead of both as they are extremely similar, but it would take too much to change.
My definitions: Good/Evil: Same as Calvente
Lawful: Set structure like the Risen Emperor or the Bannor, they have strict order.
Chaotic: Best example is simply the Sheiam, they are crazy and are willing to do anything to accomplish their goal in unstructured literal "chaos"
 
The discussion on here about the reasoning behind religious alignment is very interesting lore-wise. ;)

For the purpose of diplomatic flavor, as well as balance however, my original concern still stands. The first goal should be diplomatic flavor that is split roughly evenly. By which I mean that there should be (again roughly) an equal amount of good, neutral, evil/lawful, neutral, chaotic civs and religions.

Additionally, if both a moral AND ethical axis are going to be maintained, religion should very rarely unrecognizably alter a civ. Perhaps some religions could alter moral alignment, and some ethical, or some a teensy bit of both. Not sure.

What I know for sure is that I want to see as many different alignment stripes and crazy alliances in my games as possible. The lore rationale should come second to fun.
 
if you want crazy alignment, don't use broader alignments as religions would have a larger effect on alignment and evil could become good or neutral quickly
 
Not really crazy alignments. And certainly not rapidly shifting alignments. Like I said above, varied alignments is ideal. As opposed to my last few games in which the religions and existing alignment system tended to cause civs to zero out at neutral. Neutral is great and needs to be represented. Just not overly so.
 
Update on 0.4, I will be compiling all of the stuff in the next week or so. Been very busy, so I haven't had the time.

0.5 will be a free release where I'll compile all of it but most coding will have to be done, or instructed, by someone else as I'm at the extent of my ability and small amount of time.
 
Just discovered this modmod, and it is a very good idea to revive Rife...

A small request. Could you do something about workshops? They are pathetic in Rife. With -1F, +2P, it just changes a flatland in the equivalent of a hill with a forest. Final dot. No other bonus. Even the industry civics does not give anything, which is just absurd. It makes starting area with large plains extremely difficult to play. And indeed, I NEVER use workshops in Rife.

I do not know why workshops were nerfed like that in Rife. In vanilla FFH, you get -1F, +1P, +1C, and with smelting (+1P) and guilds (+2P), a total of -1F, +4P, +1C. And in some modmods, you even get extra bonuses from civics like arete. I really think it should be fixed, as increasing workshop yield gives the player extra options to settle anywhere.
 
Interesting, thank you for the post. I'll look into that. I never used workshops anyway, but they should be more effective.
 
I proposed this in the RifE Events Design Thread a while back, but Valkrionn and the original team stopped developing the mod, so proposing it here instead. I don't know if this goes beyond the scope of the "fixes" you want to implement, but here goes:

I think it might be a nice idea to have separate counters (i.e., separate from the regular event counter) for the events where the Overcouncil and Undercouncil offer support to your empire. It would help make membership of the councils somewhat more significant than it is now.

Also, if you were to implement this, I would suggest that the Overcouncil's support be more frequent than that of the Undercouncil. Many of the Overcouncil's resolutions are ones that limit you, e.g., by outlawing the use of certain kinds of mana. By contrast, the Undercouncil gets you Smuggler's Ports, Slaves, and cheaper Gambling Houses. So having more frequent support from the Overcouncil would help balance that, I think.

I originally proposed a frequency of 20 turns for the Overcouncil and 40 for the Undercouncil, but that might be too much. Maybe 50 for the Undercouncil and 25 or 30 for the Overcouncil?

Again, this might be beyond the scope of what you want to do, but just wanted to put it out there for your consideration.
 
So you're saying that the overcouncil votes should appear more often than the undercouncil's? I somewhat agree and I'll have to look into that. Might be too much into python though.
 
So you're saying that the overcouncil votes should appear more often than the undercouncil's? I somewhat agree and I'll have to look into that. Might be too much into python though.

I was actually talking about the specific events where the Overcouncil or Undercouncil offer support to your empire, not council resolutions. I thought that if those "support" events were on separate counters from the counter for regular events, they would recur regularly, making council membership more meaningful than it is now.

Just as the Republic civic has a separate counter for elections to give you new civics, I thought that the two councils could have their own separate counters for providing support to your empire.

And I don't know how other players feel, but I've always thought that Undercouncil membership (Smugglers' Ports, Slaves, cheaper Gambling Houses) is often more beneficial than Overcouncil membership (banning several kinds of mana, forcing you to adopt civics you don't want), so having the Overcouncil provide more frequent support would help balance that.
 
I've done this in my Events Enhanced Modcomp, which can be downloaded here.

I don't know how the republic election counter works in RifE, maybe I used another method:

I set the Overcouncil und Undercouncil gift events to trigger every turn in XML (see Civ4EventTriggerInfos.xml; EVENTTRIGGER_OVERCOUNCIL_GIFT and EVENTTRIGGER_UNDERCOUNCIL_GIFT), but added a python check to trigger them every X turns with a given chance (see CvRandomEventInterface.py, functions canTriggerOvercouncil, canTriggerUndercouncil, semiRandomTurnTrigger):
Overcouncil: 25% chance every 10 turns (scaled by gamespeed), means about every 40 turns
Undercouncil: 15% chance every 9 turns (scaled by gamespeed), means about every 60 turns
 
Does anyone care for Grigori Sidequest "missions" like suggested or should I keep them for myself? I have coded about half of what I wanted already so let me know.
 
Does anyone care for Grigori Sidequest "missions" like suggested or should I keep them for myself? I have coded about half of what I wanted already so let me know.

I care. A little list of what i had in mind (not the most original ideas, i know):

1) "A great drake ravages these lands. We should put an end to this" - spawn leashed heroic (battle-hardened? maybe just heroic offense/defense) drake in a vicinity. Kill the beast, get xp - plain and simple
2) "There are rumors of a charismatic barbarian lord. We should eliminate him before he gathers an army": spawn a barb great commander. Each N turn he get a barb under his command.
3) "On of our scouts reports that there is a barbarian city not far from here. It houses hundreds of greenskins and its treasury would be a welcome addition to our coffers" - sets a nearby barb city as a target - either for capture or razing. In addition to the xp for completing the quest, player gets some gold (as a share of treasure)
4) "One of the Elohim pilgrims offers a payment for protecting him on his way to..." - set target tile: it can be a Sirona's beacon, or some holy city or any unique improvement. Unit who get this quest receives a promotion "protecting the pilgrim" which confers -1 Attack strength. At the end of a journey it gets xp, a little gold and a "Blessed" promotion
5) "This request came from the mage's guild this morning. It seems that one of their members, who always had his sanity in question, completely went mad. He secluded himself in his tower, surrounded by summoned fiends and conducting some sort of experiment. Eliminate him and raze his tower" - spawn a lair with a leashed mad mage and a 1-4 pit fiends or specters or gnoslings or golems - it doesn't matter, really. When you try to raze the lair, almost-dead mage crawls before the unit and offers him a deal - adventurer lets him complete the experiment, in exchange mage will provide him "with something unique". If he agrees - +AC and receive an enchanted blade/poisoned blade/unholy weapon/strong or something along this lines. If he refuses -AC and additional xp bonus
6) "One of the sages discovered an ancient tome, which describes an artifact of a considerable power. It seems that the parts of this artifact lies in the hands of a powerful lich. If you acquire these and bring them to a city with a smithy to reforge, it can be of a great asset to you. Hmmm, it sounds somewhat familiar to me. What was it? Oh well, it doesn't matter. Go get it" - plain and simple. Kill the lich, get the parts, get an artifact. And xp, of course
7) "Ehhhm, how should i put this. You see, a couple of days ago a balseraph cook came into the city with a bag full of gold and a request to... with a request to... damn this lunatics, with a request to aid him in creating a "soup of a century", as he calls it. The main ingredients are: goblin ears, lizardman tongue, orc heart and ogre guts and snots. Yeah, i know, this is madness, but his gold is real. So good luck with this job" - kill one goblin, one orc, one lizardman and one ogre. After completing the quest, adventurer receives "soup of a century" - artifact, which grants orcish ability to enrage
8) "This orb was found in a nearby ruins five days ago. Upon inspection, our wizards concluded that this artifact of old is a powerful weapon, but which deals with a forces we better left undisturbed. Therefore, to prevent it ever falling into the wrong hands, we were tasked to destroy it. But it seems that only very powerful fire can destroy it - either in the mount of Kalshekk or at the Pyre of the Seraphic" - upon reaching one of these sites and destroying the orb, unit get xp. In addition AC reduces slightly
9) "One of the governor's sons caught some strange disease. Our healers are puzzled as none of their methods are working. But one of them recalled a legend of a strange lake, which waters can heal any wound and cure any disease. You are tasked to find this lake and bring some of its water. And hurry, the boy can die any moment" - unit got 100 turns to find the Lake of tears and return. Upon completion, unit get an xp and i propose to do something about cured son - for example, make him an additional adventurer or great general
10) "One of the sailors told me an interesting story. There is a strange isle far from here. On a first sight it seems as a quiet and tranquil piece of land in the vast ocean - but in truth, it houses thousand of demons. I am eager to find out, what is that that compels these demons to come to this isle" - upon reaching Rinwell isle, unit finds out that there is an artifact (Pike of tears, found it in a world editor), which demons jealously guard. Unit can pick it up, but this will awaken a big number of stygian guards (or one powerful). If it is done, Rinwell isle stops spamming demons

well, that's just out of the head. Sorry for bad english
 
Umm, this might sound weird coming from me as I've made it but ...
Is the RifE-Launcher so buggy for everyone when greyfox.me site is now down or is it just very unfortunate coincidences on my side ?
 
I'll test sunday evening and tell you on monday :D
 
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