[IDEAS] Fallen Ages

I got the map to work. Again it is simply a display of where the civs will be in the game but it could also be used as a map for multiplayer games if you wanted every civ in.

Now to make a DLL...
 
Thanks x

I have a massive list of ideas on my home computer. I will post them some time. Gotta download the new ff+ first. Then I can get started.

x
 
I'm already working on the DLL. I need to get a compiler working on my computer but I wrote the code to limit populations already. Just need to compile and test it.
 
Yey!
I'v downloaded the map, and FF+, with all of the addons.
will play a couple of games, mod a few things, and then we can start!

Thanks cypher, I really appreciate you helping me with this. I don't know what I would do without you.

Here are the ideas, some are .doc files, some are in rich text format. Enjoy!
Included are lots of buttons for level 4 of the channeling and spell spheres. (in .dds format)

x
 

Attachments

As i said earlier , i will help for python and xml. I'll begin an Aifon civ during the week.( but i'll need art)

edit: about your excel file about the civ, Mazalt and cualli existed before the age of ice in a single nation i think
 
Just one minor detail. As horselord I must inform you that Tali is the hippus domain ... of the wind. Technically the Austrin could hold this domain as well, but if hippus and Austrin both split from the tribe of Tali, the split would have occured right at the start of the age of magic.

I see the tribe of Danalin evolving into the Lanun, and the Aiphons being there own thing ... more favored by Danalin of course, but being "better" than a mere tribe. Starting from the beginning.


Also, the hippus prefer the grazing fields good for their animal husbandry ... mostly sheep on hills. Usually tend to be trapped in-between larger and scary empires. Alive even as early as the age of magic.
 
Dimension 4-> Levitate (grant flying promo to all units in the stack, essentially)

Sun 4 -> Scry (gain sentry I, II, and Perfect sight granted to caster upon first casting. Acts like a hawk with near unlimited range)

Water 4 -> Sea March (waterwalking for entire stack, or maybe just arcane and melee)

Law 4 -> Ordum Magnamitas, grants Magnanimitas promo which is removed upon combat. (Acts like loyalty, valor, and strong, exp gain stacks with valor and strength boost will occur even on a unit already having the actual strong promo, cause its a new promo)

Body 4 -> Flesh Hunger (grants cannibalism promo to all divine, melee, and recon units)

Chaos 4 -> Battle Frenzy (grants all non-hero melee units drill I-III and burning blood promo, as well as random promotions of all kinds. All the way from Plague and Weak to Strong, Valor, or enchanted blade ... maybe even a chance at magnanimitas?)

Entropy 4 -> dissolve (can be resisted, grants enemy units the weak promo, the withered promo, and removes ALL metals, including mithril)

Demon + Entropy 4-> Corrupt (can alternatively turn a 16 tile block into hell terrain)

Shadow 4 -> Fade Out (grants invisibility to all arcane units, hidden to all other units)

Wind 4 -> Hurricane March (grants all units, living or non, +1 movement and commando. Even Siege weapons)

Enchantment 4 -> Power Infusion (grants heavy and combat 1 to all golem and seige units)

Fire 4 -> Asteroid (casts ring of Fire while summoning 3 or 4 asteroids. Asteroids are like meteors, only they have +1 fire affinity, and double the bombard value, and three times the collateral damage amount, still to a limited max of course, in collateral that is)
// alternatively, Fire4 could be the old Meteor shower, which summoned 3 meteors

Force 4 -> Banish (can be resisted. Enemy undead, demons, and angels, have a chance to dissapear back from whence they came)

Death 4 -> Exterminate (range 2, cannot be resisted, reduces enemy city to pop 1, creates a wraith for every pop the city had. Can also target a stack, giving a 10% chance for each living unit to turn undead, and a 5% chance for a living unit to die. Effects units in targeted cities. Always attacks a rival city if its within range, otherwise goes for largest stack)
// alternatively you could make the spell simpler by reducing city pop to 1 and creating a blight in the city

Ice 4-> New Winter (turns all tiles to ice in a 16 tile block. Permanent transformation. (countered by below)

Nature 4 -> New Summer (works like genises on a 16 tile block, centered on caster. also summons a Treant.)

Spirit 4 -> Spirit's Resolve (a 16 square sanctuary, as well as supplying demon slaying and undead slaying to all units in the stack.)

Metamagic 4 -> Omniscience (gain knowledge of entire map, can see rival tech progression (as if they were a vassal)

Life 4 -> Everlasting Devotion ->grants immortality promotion to melee units and recon units(and mounted?) (and Divine?) anything but arcane, basically. possibly can be used only once per supermage, or maybe Life 4 is lost upon casting it, requiring a further level to buy it again, in order to use it again.

Mind 4 -> Mind steal -> randomly steals enemy tech, has a chance (2 tile range) of converting enemy arcane units ... 5%. Another 5% to give enemy arcane units (3 tile range) the held promotion.

Earth 4 -> Kilmorph Provides -> creates random resource on a barren mine+hill

Creation 4-> radomly creates a food or animal resource, 5% of doing nothing, 5% of randomly creating a great person instead (except for great prophets)

I made these spells with the Opinion that each super mage (unless Patria) can only know ONE tier 4 spell
 
It's rather neat to find a thread that parallels the concept that I was searching/hoping for earlier. Though I think the improved magic idea might be better off if partitioned off of the multi-ages part of the mod, this mod looks interesting want-able.

Coincidentally, I had started working on something un-dis-similar not so long ago, but it seems the methods differ on how to get to similar ends. If it helps, the multiple concepts I was going to try and implement were: to implement an Ice Counter to replace the Armageddon counter in the early game; I was also going to make a strange tech-based system for the birth and diversification of different civs, as well as encourage the dividing of civs trough a bolstered colonization mechanic; I had then planned to make each angel-and arc- have a running opinion of each civ, the most favored would then color the development of said angel via an implementation of a better broader alignments. However, your methods to accomplish the Ages are likely more compatible with reality. I have only come to the mod scene recently and most of these plans are far from fruition.

This thread seems to be several months old and likely has seniority in terms of how much of the mod is actually completed. For now, I shall still toil away on my attempt at a mod -I was gonna name it 'Rise from Erebus' but I'm not sure if that taken yet; that, and the progress that has been made is not yet worthy of a name-; but, I wish you best of luck.
 
You're probably gone by now but here is a DLL and some schema files of the population limits.

It is set by era. By default I have set each of them to four population max each but you can change them to whatever you want.

I also included the ability for buildings to modify the pop limit. As an example is the monument building. It raises the limit by 2. You could also make some buildings raise such as well, graniary, ect. and other's lower such as demon's alter or the pillar of chains.

Lastly I modified the city screen to display the current pop over the maximum as a fraction. It is displayed next to the city name when you load it up.

Edit: Might be able to put on a tag on buildings to show that they raise the pop limit. I'll add it in when I merge the culture from improvements you showed me earlier.
Edit2: Might be something else but this makes the ci4Alerts go crazy. We may need to disable them until I figure out how they work.
 
OMG! Thank you! Thank You! THANK YOU!!!

I can play some games now!

Gotta port my changes from befor 3.19 across first though.

@ black_imperator - any help is always appreciated, thanks!

@ Opera - The excel file is really old. I haven't updated it for ages. But I would love to include them in this mod.

@ Tasunke - Thanks for the spell ideas. Patria and Amurites will be exceptions to the one-spell rule. And the hippus and austrin can both spawn. I forgot about the hippus and gods TBH, I don't really play them much.

x
 
@cyther: it's funny, I did the pop cap things for the Ngomele not that long ago... :lol:

@lemonjelly: no, I would love it if you did that :goodjob: I'm very interested in a Rhye's and Fall From Heaven (just a pun :p) type of game. I'll try to help as much as I can :)

As for the Ngomele, well, add them if you want to. I think the civilization itself shouldn't appear before late in the Age of Rebirth. Before the Age of Ice, they're basically ununified tribes of wild gnolls. During the Age of Ice, most of them die and only a few survive (I don't know which map you choose, so I can't say where they are located). They got unified during the Age of Rebirth :)
 
@Opera: More civs are always better. As long as there is enough lore to help place a civ almost anything could be put in.


I also have some ideas of things that could be put in.
1) Civs changing with a tech- There are a few civs that come from the same tribe or worship the same god. Perhaps the techs you research could determine what civ you become.

Ex: The tribe of Tali- They research horseback riding and become Hippus if they research Exploration? they can split off and become the Austerin.

2) Dual Axis Alignments- A better broader alignments system is coming (hopefully) and with it we should probably introduce another Axis. (Lawful<--->Chaotic) It could have an impact on stability too as well as normal alignment concepts such as diplomacy and units.
 
Yea, I have the feeling that units in a Chaotic army would vary from wildly powerful to cowardly and weak. A way of implementing it could be after battle, to have a chance to gain a boost promo or a nerf promo, (eg strong or weak, although I would rather it be a percentage boost/nerf that replaces each other)

wheras a lawful army would be considerably more organized, and the paragon for stacks of bland, flavorless units (although predictable)

Also, I think supermages on a pure evil should get an extra entropy 4 spell slot, while pure good should get an extra spirit 4 spell slot.

on the same note, Lawful would have an extra Law slot, and Chaotic would have an extra Chaos slot.

In addition, It would be interesting if spirit users of Evil nations got the weak promo, entropy users in a good nation would get a weak (or tainted) promo (tainted would -1 str +1 unholy damage, 20% withdraw, 10 or 20% chance to turn barb (or infernal) after combat).
 
Yea, I have the feeling that units in a Chaotic army would vary from wildly powerful to cowardly and weak. A way of implementing it could be after battle, to have a chance to gain a boost promo or a nerf promo, (eg strong or weak, although I would rather it be a percentage boost/nerf that replaces each other)

wheras a lawful army would be considerably more organized, and the paragon for stacks of bland, flavorless units (although predictable)

Also, I think supermages on a pure evil should get an extra entropy 4 spell slot, while pure good should get an extra spirit 4 spell slot.

on the same note, Lawful would have an extra Law slot, and Chaotic would have an extra Chaos slot.

In addition, It would be interesting if spirit users of Evil nations got the weak promo, entropy users in a good nation would get a weak (or tainted) promo (tainted would -1 str +1 unholy damage, 20% withdraw, 10 or 20% chance to turn barb (or infernal) after combat).

Interesting. I love everything except for the part about magic. Magic is shown to be able to be used by both good and evil nations in both a good and evil way.

The Elohim use spirit magic to help people and to inspire, empathize, ect.

On the other hand perhaps one of the most evil archmages of all time, Laroth uses spirit magic to steal the souls of his victims and use them to create items to aid him in his quest to become the god of Death and to trick others into helping him as well.
 
very well, maybe good entropy users could get tainted + flanking, while evil spirit users get weak and magic resistant. Just a thought. Generally weaker but something special for sticking with it.

I have another thought for Patria. Patrian Archmages can sacrifice themselves (or maybe a mundane lv 6 unit) to create a raw mana node on a tile. A Patrian Super mage can infuse himself with an upgraded node to gain that fourth level spell. This process destroys the node, but they can sacrifice the souls of their brave warriors to gain more portals to the gems of magic/creation.
 
@ Tasunke, I like your patria ideas!

@ cypher - have you played a game with the new dll?
- when I did, when the city went to grow to size 5, the game crashed.

@ all modders - I am having troubles playing. It all loads, but on turn 1, it says that I have founded AV, would I like to switch, then that I have been destroyed, then, if I am playing a minor leader, before the AV pop-up, I have all of the trait pop-ups. Attached are my XML and Python folders.

@ 2Hydroclopse - we have the dll and a few XML/Python changes. That is it. I like the name, and feel free to take ideas and ask questions.

@ Opera - how hard would it be to import the stuff you put into Orbis into this Mod? Specifically the custom Diplo modifiers for leaders? Could I add this in?

@ cypher (again) - could you add the above in if Opera lets us?

CHANGELOG
This is a .rtf file listing all of the changes I have added so far. I will not release this version, but attached are the XML and Python changes, the map and the dll are posted above, and with a few art tweaks, you should be able to *cough*figure out how to play it*cough*

x
 

Attachments

  • Fallen Ages Python XML.zip
    Fallen Ages Python XML.zip
    3.3 MB · Views: 61
  • Changes to the Channelling Spheres to accommodate Channelling 4.doc
    Changes to the Channelling Spheres to accommodate Channelling 4.doc
    70 KB · Views: 43
  • arya.jpg
    arya.jpg
    219.6 KB · Views: 62
  • watergirl.jpg
    watergirl.jpg
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Changelog for Fallen Ages (Current Version - Acolyte)
Blue = Changes To Old Stuff
Red = Bugs, Errors, Glitches
Pink = New Stuff

Version Acolyte - Let The Modding Commence
This version is a prototype. It has lots of changes in, but they are rather small ones. It is also rather Amurite-heavy. :P


~ An Error Message On Startup Referring To A 'ERA_ANCIENT' Tag In BCoC_CIV4SpellInfos.xml (Bannor Chain Of Command).

~ Population Limits.
~ Age Of Dragons- 4
~ Age Of Magic- 50
~ Age Of Ice- 2
~ Age Of Rebirth- 6
~ Granary- +2
~ Smokehouse- +2
~ Growth- +2
~ Amurite Unique Units.
~ Bladewarper (Swordsman with FireX, Entropy 1, Channelling 2, 50% versus Warriors, Strength 3, 1 Lightning Damage and a custom spell, but with a cost of 80 hammers).
~ Magree (Hunter with Poisoned Blade and Nature 1).
~ Firebow (Channeling 2, FireX, Earth1, Firebow).
~ Firebow Promotion (Gets Caster XP, +1 Fire Strength, Blocks Ability To Get Death2, Force2).
~ Ignite Spell (Creates A Fireball With Weak Promotion)
~ Fireball Spell (Requires Fire2, Firebow. Creates A Fireball With Strong).
~ Amurites start with an Adept instead of a Warrior.
~ Amurite World Spell requires Sorcery, to stop the AI casting it on the first turn.
~ Mana Allow Promotions.
~ Effect promotions.
~ Randomly given out to Amurite units.
~ If you have the right mana, you may learn the level 1 for that sphere.
~ E.g. Amurite Warrior has MetamagicX and WaterX.
Amurite Warrior destroys Barbarian Warrior.
Amurite Warrior gains 10 XP.
Amurites have: Metamagic, Death, Enchantment Mana.
Amurite Warrior, because it has the promotion (Metamagic X), and the Mana, (Metamagic) can choose to gain a level and learn Metamagic 1.

~ Hell terrain now spreads to: (Python)
~ Ashen Veil lands at AC 0.
~ Unowned lands at AC 15.
~ Evil lands at AC 35.
~ Neutral lands at AC 50.
~ Good lands at AC 80.


x
 
@ cypher - have you played a game with the new dll?
- when I did, when the city went to grow to size 5, the game crashed.

Odd, could it be connected to the Civ4lerts? I changed something in there but it doesn't look like it was included in your files. The process stops growth, maybe something connected with food buildings that give you more food.

@ all modders - I am having troubles playing. It all loads, but on turn 1, it says that I have founded AV, would I like to switch, then that I have been destroyed, then, if I am playing a minor leader, before the AV pop-up, I have all of the trait pop-ups. Attached are my XML and Python folders.

Didn't get that. Although on turn two everything turned into ice...
Edit: != means not. On line 960 of the eventmanager you have the AoI ice spread to occur unless it is the Age of Ice.

@ cypher (again) - could you add the above in if Opera lets us?

I was planning on adding them anyways if she lets us use them.

Changelog for Fallen Ages (Current Version - Acolyte)
Blue = Changes To Old Stuff
Red = Bugs, Errors, Glitches
Pink = New Stuff

Version Acolyte - Let The Modding Commence
This version is a prototype. It has lots of changes in, but they are rather small ones. It is also rather Amurite-heavy. :P


~ An Error Message On Startup Referring To A 'ERA_ANCIENT' Tag In BCoC_CIV4SpellInfos.xml (Bannor Chain Of Command).

~ Population Limits.
~ Age Of Dragons- 4
~ Age Of Magic- 50
~ Age Of Ice- 2
~ Age Of Rebirth- 6
~ Granary- +2
~ Smokehouse- +2
~ Growth- +2
~ Amurite Unique Units.
~ Bladewarper (Swordsman with FireX, Entropy 1, Channelling 2, 50% versus Warriors, Strength 3, 1 Lightning Damage and a custom spell, but with a cost of 80 hammers).
~ Magree (Hunter with Poisoned Blade and Nature 1).
~ Firebow (Channeling 2, FireX, Earth1, Firebow).
~ Firebow Promotion (Gets Caster XP, +1 Fire Strength, Blocks Ability To Get Death2, Force2).
~ Ignite Spell (Creates A Fireball With Weak Promotion)
~ Fireball Spell (Requires Fire2, Firebow. Creates A Fireball With Strong).
~ Amurites start with an Adept instead of a Warrior.
~ Amurite World Spell requires Sorcery, to stop the AI casting it on the first turn.
~ Mana Allow Promotions.
~ Effect promotions.
~ Randomly given out to Amurite units.
~ If you have the right mana, you may learn the level 1 for that sphere.
~ E.g. Amurite Warrior has MetamagicX and WaterX.
Amurite Warrior destroys Barbarian Warrior.
Amurite Warrior gains 10 XP.
Amurites have: Metamagic, Death, Enchantment Mana.
Amurite Warrior, because it has the promotion (Metamagic X), and the Mana, (Metamagic) can choose to gain a level and learn Metamagic 1.

~ Hell terrain now spreads to: (Python)
~ Ashen Veil lands at AC 0.
~ Unowned lands at AC 15.
~ Evil lands at AC 35.
~ Neutral lands at AC 50.
~ Good lands at AC 80.


x

Good changes, I didn't get the Bannor chain of commands error though. Perhaps we're using different versions of FF or FF+.


Looks cool, can't wait to see how it comes out.
 
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