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Mana Flares and Unique Events Add-On

Discussion in 'Rise from Erebus Modmod' started by GIR, May 1, 2010.

  1. GIR

    GIR It'sNotStupidIt'sAdvanced

    Joined:
    Jul 12, 2005
    Messages:
    884
    Location:
    EU
    Mana Flares and Unique Events (modular):

    This is a modular Python/XML Mod for Rise from Erebus 1.31


    Modules in this download:


    01 Einherjar Guardsman
    02 Mana Flares
    03 Imperial Roads
    04 Elohim Unique Feature Events
    05 Unique Arenas
    06 Spread Religion
    07 Spread Guild
    08 Adjust Game

    Optional: Additional compatibility modules:

    00 Changes: GWS Steel TraitBlacksmith Fix
    00 Changes: GWS Buildings BazaarOfMammon Fix
    00 Changes: FallUnder MageTower​



    (Note: ID conflicts with Module Manager)
    Spoiler Some IDs are conflicting :

    If you load all my modules and the "RifE More Events" module at the same time you will see some ID conflicts in the "Module Manager" with the "RifE Launcher".
    Don't worry about that. It's by purpose. There is no conflict. This six modules work with each other (01-05 & moreEvents). You can activate or deactivate them in any combination.



    Download and Installation:

    To install the Add-On, unzip the file and copy the "Assets" directory into your ...\Civilization 4\Beyond the Sword\Mods\Rise from Erebus\ directory and overwrite all files.​

    Download the ADD-ON for Rise from Erebus (~579 kB):
    [Release Date: 2011.03.30] [v1.31.195.1.01]




    Tread at RifE forum: link
    Modules info at RifE Wiki: link
    Changelog: link
    __________________
    Credits:
    jonnnes for the german translation
     
  2. GIR

    GIR It'sNotStupidIt'sAdvanced

    Joined:
    Jul 12, 2005
    Messages:
    884
    Location:
    EU
    Short description:

    01 Einherjar Guardsman:
    Einherjar Guardsman:
    Very simple module. It just adds the guardsman promotion to all Host of the Einherjar units.

    02 Mana Flares:
    Mana flare system:
    If someone pillage a mana node without using metamagic bad/good things will happen. If you pillage such a node it will flare up and magic of the node mana type will affect the surrounding area, units and cities.
    Mana flares can also happen via event. In this case the flares are more powerful and have a higher chance to have positive effects.
    (For more details see post 3)

    03 Imperial Roads:
    Imperial Road system:
    If you meet all the requirements you are able to "build" Imperial Roads with your workers. But to prevent the "all roads on all plots" problem you can only connect your cities with this roads. This mod will try to find the best path between your cities and will connect them with Imperial Roads.
    (For more details see post 4)

    04 Elohim Unique Feature Events:
    Elohim Events system:
    In addition to the already existing special one time events (for visiting an unique feature with an Elohim unit for the first time) in RifE this module adds new events to the game. Now all unique features have such an event. (For the sake of game balance the new events are kind of weak compared to the original ones.)
    (For more details see post 5)

    05 Unique Arenas:
    05.1. Great Circus:
    Available via event. This is a giant hippodrome like the Circus Maximus in Rome. It will appear as Unique Improvement on the map and mounted units on this plot can take part in an epic race like in the Ben Hur movie or you can bet on your favorite horse/rider. It also provides happiness in the surrounding area.
    In addition to that the owner gets the chance to conquer enemy unique buildings. Also the owner can build unique mounted units that can be built by his vassals.
    (For more details see post 6)
    05.2 Great Colosseum:
    Available via event. This is a giant Colosseum like the Flavian Amphitheatre in Rome. The ingame effects are similar to the Great Circus.
    The owner can build unique melee units and unique buildings that can be built by his vassals.
    (For more details see post 6)

    06 Spread Religion:
    Spread Religion ability:
    Ever got tired because of bad luck while trying to spread a non state religion (therefore not enough priests for 'build temple' ability) in one or all of your cities with missionaries?
    Well, it seems I always have bad luck so I made this module:

    This module adds an additional option to all missionary units to spread religion in a city. In contrast to the normal way the new ability has a 100% spread chance but it will cost money to cast (cost = 75 gold). The unit will be consumed after using this spell.

    07 Spread Guild:
    Spread Guild ability:
    Ever sent a "Kingfisher Brotherhood" fishingboat around the whole map and then it failed to spread the guild?
    This module adds an additional option to all guild units to spread guilds in a city. In contrast to the normal way the new ability has a 100% spread chance but it will cost extra money to cast (cost = 175 gold). The unit will be consumed after using this spell.

    08 Adjust Game:
    Adjust Game city spell:
    This module adds a city spell to your capital city. This module is still in beta and not everything is implemented yet but you can use it for counting and adding improvements, features, bonus, unique features, plot types and other 'stuff' on the map without using the world builder and spoiling the map. You can also use it to help AI players to survive early barbarian rushes with these options.
    (For more details see post 7)

    00 Changes: Module
    Spoiler :

    Optional: Additional compatibility modules:

    00 Changes: GWS Steel TraitBlacksmith Fix
    (For more details see this post)
    00 Changes: GWS Buildings BazaarOfMammon Fix
    (For more details see this post)
    00 Changes: FallUnder MageTower
    (For more details see this post)


     
  3. GIR

    GIR It'sNotStupidIt'sAdvanced

    Joined:
    Jul 12, 2005
    Messages:
    884
    Location:
    EU
    Detailed description: Mana Flares

    02 Mana flares:
    Display and message note:
    All applied promotions, damage and other effects will be displayed onscreen and/or in the ingame log. If you open the ingame log and click on such a message the screen will center on the affected unit, city or plot. Negative effects will be displayed in red (and positive effects to the enemy will also be displayed in red). Positive effects will be displayed in the node color (and negative effects to the enemy will be displayed in the node color as well).

    Mana flare system:

    General:
    • Lots of effects have higher chances if the cause of the flare is an event.
    • Range of the affected area:
      • Pillage (mana node will be destroyed): range 1 = 98%, range 2 = 1%, range 3 = 1%
      • Event (mana node won't be destroyed except range=3): range 1 = 1%, range 2 = 97%, range 3 = 2%
    • All damage deald by flares are not lethal.
    • Units in cities or certain improvements (tower, fort, castle, citadel) only suffer half of the damage.
    • Units with movement >= 2 can get slow promotion if the damage type is cold (or death, holy or unholy for units that are susceptible to this damage types)
    • The chance for one mana flare event in a turn is 2% for marathon, 3% for epic, 4% for normal and 5% for quick game speed. There is a maximum of one flare per turn. (This flare system won't use the event system so it will not block other events to be triggered. More mana node improvements will not increase this chance – it is always the same)

    For more info what each flare does see below:


    02.1 Flare air node:
    • Air node is the center of a major storm. All units within 2 titles will be blown away from the mana source (all units move one plot away from there former position and increase the distance to the node by one). Units within cities or within certain improvements (broken sepulcher, cage, castle, citadel, citadel of light, fort, goblin fort, guardian, ring of carcer, tower, hill gigant steanding, dwarven mine, dwarven settlement, dwarven hall, dwarven fortress, tower of eyes) or with certain promotions (Held (not Hero), Avatar, Dragon) are immune to this effect.
    • All units (except air elemental and lightning elemental) will suffer lightning damage (depending from the distance to the node)
    • Air elemental and lightning elemental get healed + bonus promotions (chance to lose weak or get empower promotion and stuff, chance with event to get strong, mobility and heroic promotions and stuff)
    • 100% chance that naval units get fair winds promotion.
    • 0% chance (25% with event) that naval units also get hasted promotion with duration of 4 turns.
    • 1% chance (7% with event) that units get lightning resistance or immune to lightning promotion.

    02.2 Flare body node:
    • 25% chance (100% with event) for a flesh golem to get regeneration promotion.
    • 25% chance (0% with event) for a flesh golem to get hasted promotion.
    • 0% chance (75% with event) for a flesh golem to get hasted promotion with duration = 4.
    • 0% chance (100% with event) for a flesh golem to get heald and bonus promotions.
    • 25% chance (100% with event) for all units (except golem units) to get regeneration promotion.
    • 25% chance (0% with event) for all units (except golem units) to get hasted promotion.
    • 0% chance (75% with event) for all units (except golem units) to get hasted promotion with duration = 4.
    • additional 50% chance (100% with event) for units to get hasted promotion. (except units with the avatar, dragon, elemental, golem, illusion, puppet promotion or all naval and siege units)
    • 70% chance (100% with event) to remove diseased and withered promotion. (except units with the avatar, dragon, elemental, golem, illusion, puppet promotion or all naval and siege units)
    • 100% chance to remove slow promotion. (except units with the avatar, dragon, elemental, golem, illusion, puppet promotion or all naval and siege units)

    02.3 Flare chaos node:
    • All units get damage of random damage type (fire, poison, cold, death, holy, lightning, physical, unholy) (poisoned units also get poisoned promotion).
    • 100% chance to get dance of blades promotion.
    • Unit get mutated OR 4% chance (20% with event) to get 1-5 of these promotions: (blessed, blure, courage, crown of brilliance, dance of blades, hasted, loyality, morale, regeneration, shadowwalk, shield of faith, valor, warcry, charmed, fatigued, poisoned, slow, withered, diseased)
    • Terrain type of the mana plot will change to random polt: (grass, plains, desert, marsh, tundra, snow, glacial, wasteland, burning sands, broken lands, field of perdition, shallows)

    02.4 Flare creation node:

    • The range of this flare is increased by 1. (That means between 2 and 4.)
    • All units within range get physical damage.
    • Cities within range get Growth building for a certain amount of time. (The duration depends on game speed and if the cause of the flare was an event and to a certain amount on luck (rand number).)
    • 0% chance (100% with event) to get +1 extra food on the node plot.
    • 0% chance (100% with event) to get +1 population in cities within range. (Birth spell effect)
    • 25% chance (0% with event) to get +10% of the stored food of a city within range in that city. (weak Birth spell effect)
    • 20% chance (100% with event) to transform a food resource within range into a different (but similar) food resource. (Fertility spell effect) - Resources: [clam,crab,fish,shrimps] [wheat,rice,corn] [cow,pig,bison,sheep]

    02.5 Flare death node:
    • Removes graveyards in range and grants 1 (2 with event) free Skeleton(s) (rises Armageddon counter by num skeletons)
    • Removes city ruins in range and grants 1 "weak" Seleton (+1 Armageddon counter)
    • 50% chance for living units to get slow promotion.
    • Death damage for all living units.
    • 0% chance (2% with event) that a living unit will become undead (undead promotion).
    • Undead units will be healed.
    • 0% chance (2% with event) that an undead unit will get a strong promotion.

    02.6 Flare dimensional node:
    • All units within range (except Thade units) get lightning damage.
    • Thade units get healed + bonus promotions.
    • Cities within range get Dimensional Gate building for a certain amount of time. (The duration depends on game speed and if the cause of the flare was an event and to a certain amount on luck (rand number).)
    • 1% chance that a unit within range get teleported back to its capital. (Escape spell effect)
    • 4% chance that a unit within range get teleported to a random new plot within a range of 3 of its former position. (Teleport spell effect)
    • Units within cities or within certain improvements (broken sepulcher, cage, castle, citadel, citadel of light, fort, goblin fort, guardian, ring of carcer, tower, hill gigant steanding, dwarven mine, dwarven settlement, dwarven hall, dwarven fortress, tower of eyes) or with certain promotions (Held, Avatar, Dragon) are immune to the Escape/Teleport effect.

    02.7 Flare earth node:
    • All units (except earth elementals) get physical damage and can't move this turn and lose all the fortification bonus turns (earth quake) (only half of the damage if unit owner has runes of kilmorph state religion).
    • Earth elementals get heald + bonus promotions (chance to lose weak or get empower promotion and stuff, chance with event to get strong, mobility and heroic promotions and stuff)
    • 0% chance (25% with event) to get stoneskin promotion.
    • 0% chance (100% with event) that the mana plot will change to a hill type (RifE only)
    • Cities within range get Wall of Stone building for a certain amount of time and low chance that palisade building or wall building will be destroyed (earth quake). (The duration depends on game speed and if the cause of the flare was an event and to a certain amount on luck. (rand number))

    02.8 Flare enchantment node:
    • 33% chance to upgrade improvement / 33% chance to downgrade improvement (but not destroy tower) –-> improvements are: (tower, fort, castle, citadel)
    • Units (except golem, naval and siege) have 25% chance to get damage of random damage type (<-- cold, fire, lightning, physical, poison)
    • 0% chance (1% with event) that a golem will become alive (removes golem promotion)
    • 100% chance for naval, siege and golem units to get repair promotion.
    • 50% chance (100% with event) for melee units to get or lose enchanted blade promotion.
    • 50% chance (100% with event) for archer units to get or lose flaming arrows promotion.
    • 50% chance (100% with event) for adept units to get or lose spell staff promotion.
    • 10% chance (100% with event) to lose rusted promotion.

    02.9 Flare entropy node:
    • With event +2 to Armageddon counter.
    • Will transform all plots within range into hell terrain (changePlotCounter(100))
    • All living units get unholy damage (only half of the damage if unit owner has the ashen veil state religion)
    • 0% chance (2% with event) that a living unit become a demon (demon promotion)
    • 50% chance for Angle units to get slow promotion.
    • Angle units will suffer even more unholy damage like living units. (but also with ashen veil only half of the damage)
    • Demons get healed.
    • 0% chance (2% with event) for demons to get strong promotion.
    • 50% chance for units to get withered and rusted promotion.

    02.10 Flare fire node:
    • 33% chance to set smoke in a forest, new forest or jungle plot (smoke will destroy improvement, except unique improvements)
    • Low chance to create flames in a forest, new forest or jungle plot.
    • All units (except fire elementals) suffer fire damage.
    • Fire elementals get healed + bonus promotions (chance to lose weak or get empower promotion and stuff, chance with event to get strong, mobility and heroic promotions and stuff)
    • 1% chance (7% with event) for units to get vulnerable to fire or fire resistance or immune to fire promotion.

    02.11 Flare force node:
    • All units within range get physical damage.
    • 100% chance for all units within range to get an Accelerate promotion.
    • Cities within range get Wall of Force building for a certain amount of time. (The duration depends on game speed and if the cause of the flare was an event and to a certain amount on luck (rand number).)
    • The defense of cities within range get a certain amount of damage. (Damage = 50% of current defense value; Note: Wall of Force building will increase the total defense of the city at the same time)

    02.12 Flare ice node:
    • All plots in range become temp snow terrain.
    • 100% chance to create a blizzard feature on the mana node plot
    • All units get cold damage and can't move this turn and get slow promotion (except ice elementals).
    • Ice elementals get healed + bonus promotions (chance to lose weak or get empower promotion and stuff, chance with event to get strong, mobility and heroic promotions and stuff)

    02.13 Flare law node:
    • Units suffer holy damage (only 25% of the damage if unit owner has the order state religion).
    • 33% chance to get loyality promotion.
    • 4% chance to get valor promotion.
    • 33% chance (100% with event or with order religion) to get blessed promotion.
    • 50% (100% with event) that a Einherjar will be healed and get empower1 promotion.
    • Cities within range get unyielding order building for a certain amount of time. (The duration depends on game speed and if the cause of the flare was an event and to a certain amount on luck.)

    02.14 Flare life node:
    • With event -2 to Armageddon counter.
    • Removes all hell terrain plots within range.
    • Removes city ruins in range ( -2 to Armageddon counter for each city ruin)
    • All living units get healed.
    • All demon units suffer low holy damage.
    • All undead units suffer holy damage.
    • 50% chance for undead units to get slow promotion.
    • 0% chance (2% with event) that a demon or undead unit become alive (lose demon/undead promotion).
    • Removes graveyards in range ( -2 to Armageddon counter ) and get a free Einherjar unit (+champion unit with withered and rusted promotion with event).

    02.15 Flare metamagic node:
    • 2% chance (100% with event) to scout the area with floating eyes (autoscout, eyes will die next turn).
    • Removes good and bad promotions from units: (blessed, blure, courage, crown of brilliance, dance of blades, enchanted blade, fair winds, flaming arrows, hasted, hidden, loyality, morale, poisoned blade, regeneration, shadowwalk, shield of faith, spellstaff, stoneskin, valor, warcry, burning blood, charmed, enraged, fatigued, poisoned, rusted, slow)

    02.16 Flare mind node:
    • Cities within range get inspiration building for a certain amount of time. (The duration depends on game speed and if the cause of the flare was an event and to a certain amount on luck.)
    • 33% chance (100% with event) to remove or add charmed promotion to units.
    • 1% chance (4% with event) that a unit will be dominated by an evil spirit and turn against his former owner (unit will become barbarian; immune units are units with avatar, dragon and hero promotion; with event the node owner units are not affected)

    02.17 Flare nature node:
    • Terrain type of the mana plot will be vitalized: (snow -> tundra -> desert -> plains -> grass / marsh -> grass) (hell terrain too)
    • Place forest on non hell plots within range (without event range=1; with event range = 1-3 and also hell terrain will get trees): (new forest on non desert plots with no feature or with burnt forests; forests on plots with new forests; ancient forest on plots with forests or jungle)
    • 10% chance (100% with event) to vitalize all plots within range=1.
    • 100% chance to change all hell terrain plots within range=1 to normal terrain.
    • All units that can fortify will get maximum of fortify bonus (treetop defence even without trees)
    • All units (except naval, siege and treants) get poison damage and poisoned promotion (only half of the damage if unit owner has the fellowship of leaves state religion).
    • 50% chance for recon units to get poisoned blade promotion.
    • 1% chance (7% with event) that units receive poison resistance promotion
    • Treants, animal units and beast units get healed + bonus promotions
    • Guardian Vines get empower1-5 promotion.
    • 5% chance (100% with event) that baby spider upgrade to giant spider, lion to lion pride and wolf to wolf pack.
    • 0% chance (100% with event) that giant spiders get one free baby spider.
    • 0% chance (100% with event) that lion pride get on free lion.
    • 0% chance (100% with event) that wolf pack get on free wolf.

    02.18 Flare shadow node:
    • 100% chance that units get blur promotion.
    • 50% chance for units (except naval end siege) to get shadow walk promotion.
    • 33% chance for living units to get poison damage and poisoned promotion (only half of the damage if unit owner has the concil of esus state religion).
    • 2% chance (14% with event) to get hidden nationality promotion or hidden promotion or
    • 1% chance (7% with event) to get invisible promotion.

    02.19 Flare spirit node:
    • 3-4% chance (0% with event) to get a +1 or -1 attitude change with one of your rivals (only for the nod owner).
    • 0% chance (100% with event) to get a +1 attitude change with one of your rivals. (only for the nod owner)(weak trust spell)
    • 4% chance (50% with event) that units get spirit guide promotion.
    • 100% chance unit get courage promotion.
    • Cities within range get hope building for a certain amount of time. (The duration depends on game speed and if the cause of the flare was an event and to a certain amount on luck.)

    02.20 Flare sun node:
    • Scorch on plots within range: (plains -> desert; field of perdition -> burning sands; snow -> tundra; marsh -> plains; shallows -> fields of perdition)
    • 95% chance (100% with event) to damage illusions up to 99%.
    • 100% chance to create a scrub feature on the mana node plot
    • Units (except aurealis) suffer fire damage (only half of the damage if unit owner has the empyrean state religion).
    • 33% chance (50% with event) that units get blinded (can't move this turn) (this is a weak blinding light spell effect)
    • 100% chance to get slow promotion for unit of players with concil of esus state religion.
    • 2-7% chance (100% with event) to remove hidden nationality, invisible and hidden promotion.
    • 2% chance (10% with event) to get crown of brilliance promotion.

    02.21 Flare water node:
    • Spring on plots within range: (desert -> plains; burning sands -> fields of perdition; remove flames; remove smoke)
    • Units (except water elemental) get cold damage (more damage when unit next to river and/or even more damage if unit next to coast or if flying animal/beast unit is on a water plot) (only half of the damage if unit owner has the octopus overlords state religion).
    • Water elementals get healed + bonus promotions (chance to lose weak or get empower promotion and stuff, chance with event to get strong, mobility and heroic promotions and stuff)
    • 1% chance (7% with event) for units within range to get cold resistance or immune to cold promotion.
    • 0% chance (1% with event) for units within range to get water walking promotion.
    • Naval units and work boats within range can't move this turn.
    • 5% chance (100% with events) for water animal/beast units to get bonus promotions.

    02.22 Flare refinery:
    • All units within range get poison damage.
    • Units that are alive get also poisoned promotion.
    • 20% chance (40% with event) that units within range get mutated. (except units with the avatar, dragon, elemental, golem, illusion, puppet promotion or all naval and siege units)
    • 100% chance that the mana plot get temporary transformed into Wasteland. (Time depends on game speed and if it was an event and on luck.)
    • 50% chance (0% with event) for every plot arount the mana source that it will be temporary transformed into Wasteland.


    Mana Flare images:
    Spoiler Mana Flares :
     
  4. GIR

    GIR It'sNotStupidIt'sAdvanced

    Joined:
    Jul 12, 2005
    Messages:
    884
    Location:
    EU
    Detailed description: Imperial Roads

    03 Imperial Road system:

    I reworked the whole system. Now it is not depending on the Civ4BTS event system which solves some problems.

    Requirements for Imperial Roads:

    1. Technologies: You need the Exploration and Masonry technology.
    Spoiler :
    2. Cities: You need between 3 and 5 cities.
    Spoiler :
    If your capital and 2 other cities of yours are on the same continent you are golden.
    If you only have 2 cities on the same continent you need at least 5 cities.


    After you meet all the requirements you will get a 'popup' giving you some info:
    Spoiler :


    Also you can decide if you want to finance a search for raw materials within your borders. It will cost you but you will get the chance to discover a source of stones:
    Spoiler :

    The costs and the time depends on game speed.
    If you don't have any stones under your control this event will give you a 'discount' if you don't have enough gold at hand.


    After that you can 'build' Imperial Roads with you workers:
    Spoiler :








    Spoiler Imperial Roads images from previous version (probably not up-to-date): :

    Imperial Roads images from previous version (probably not up-to-date):

     
  5. GIR

    GIR It'sNotStupidIt'sAdvanced

    Joined:
    Jul 12, 2005
    Messages:
    884
    Location:
    EU
    Detailed description: Elohim Unique Feature Events

    04 Elohim Unique Feature Events:

    Elohim Events:

    General:

    This adds new special one time Elohim events to all Unique Features.
    It also adds a pilgrimage quest to the game. If you finish your pilgrimage (visit all available unique features on your map) you will receive the Wanderer trait (adventurer promotion for all new built recon units).
    Spoiler Image Pilgrimage Quest :


    Here is a list with all the Unique Features that will provide a special one time event if an Elohim unit moves on this plot :
    (Note: I tried to not make the new events game braking or unbalanced in any way therefore most of them only have minor effects and are just for the flavor sake.)

    04.1 Aifon Isle:
    • -> Receive a random sea resource within the city radius of one of your cities. (fish, crab, clam, shrimp)
      • if that's not possible: -> Receive a random sea resource within your borders.
      • if that's not possible: -> Receive a random sea creature.(sea serpent, giant tortoise, bunyip) (the random sea creature will get certain promotions to weaken it so you won't get a early uber sea unit)

    04.2 Blair Of Lacuna:
    • -> Receive a Magic Resistance Promotion.
      • if it already has one: -> Receive +4 experience points.
    • also: -> if the unit is an Arcane unit or a Monk: You can choose if you want to learn the Escape spell (this will take a certain time (game speed depending) and your unit will be immobile for this time)
      • if your Arcane unit or Monk already has the Escape Spell (Dimensional I): -> Receive +4 experience points. (This can add up to +8 experience points if your unit also had the Magic Resistance Promotion)
    • also: -> All units except Arcane units or Monks can choose to teleport back to the capital.
    Example Picture:
    Spoiler Blair Of Lacuna Example Picture :


    04.3 Bradelines Well:
    • You can choose between two options:
      • 1. Destroys the mana source and change it to a spirit mana source. Decreases the Armagedon counter by -10 points. Prevents units being called through the portal.
      • 2. Gain the Tolerant Trait. Receive one unhappy face in every City.
        • If you already have the Tolerant Trait: -> Receive a happy face in every city.

    04.4 Ring of Carcer:
    • -> Receive a Cold Resistance Promotion.
      • if it already has one: -> Receive an Immune to Cold Promotion.
      • if it already has one: -> Receive a Blood of the Phoenix Promotion.
      • if it already has one: -> Receive +4 experience points.

    04.5 Tomb of Sucellus:
    • -> Receive a Spirit Guide Promotion.
      • if it already has one: -> Receive a Blessed Promotion.
      • if it already has one: -> Receive +2 experience points.
    • also: -> Unit get healed.
    • also: -> Add temporary happiness to all of your cities. (random and game speed depending - weak effect)

    04.6 Seven Pines:
    • -> Receive a +1 attitude change with the owner of the Seven Pines.
      • if that's not possible (because it's unowned or owned by the barbarians or yourself): -> Receive a +1 attitude change with a random civilization. (you need to have met at least one other civilization)
    • also: -> All barbarian Angels, Fallen Angles and barbarian Demons within 2 titles receive a Instability Promotion. (Barbarians are: Animal fraction; Demon fraction and Barbarian fraction)

    04.7 Maelstrom:
    • -> Receive an Adventurer Promotion.
      • if it already has one: -> Receive a Cold Resistance Promotion.
      • if it already has one: -> Receive an Immune to Cold Promotion.
      • if it already has one: -> Receive a Lightning Resistance Promotion.
      • if it already has one: -> Receive an Immune to Lightning Promotion.
      • if it already has one: -> Receive +6 experience points.
    • also: -> first Elohim unit won't get destroyed or suffer damage

    04.8 Guardian of Pristin Pass:
    • -> Receive a Defensive Promotion if unit is able to fortify.
      • if unit alredy has one or can't get fortified: -> Receive a Guardsman Promotion.
      • if it already has one: -> Receive +4 experience points.
    • also: -> unit get full fortify bonus (5 turns = 50% with Defensive Promotion) if possible

    04.9 Rinwell Isle:
    • -> Receive a Demon or Demon Slaying Promotion.
      • if it already has both of them: -> Receive +4 experience points.
    • also: -> Naval unit will receive a Fair Winds Promotion.
    • also: -> Receive a Kelp Feature within the city radius of one of your cities.
      • if that's not possible: -> Receive a Kelp Feature within your borders.
      • if that's not possible: -> Receive additional +4 experience points.

    04.10 Standing Stones:
    • -> Receive a Stone Skin Promotion.
      • if it already has one: -> Receive +2 experience points.
    • also: -> Add a certain amount of Production to all of your cities. (Production depends on game speed: between 8 and 32)

    04.11 Tower of Eyes:
    • You discovered a strange object in a hidden room.
      • You will have two choices:
        • 1. Bring it back to your capital.
        • 2. Leave it in the Tower of Eyes.
      -> The Object is a immobile (held) orb with Perfect Sight Promotion (& + SentryI+II) and can't be seen by any other player expect you.

    04.12 Yggdrasil:
    • -> Create an Ancient Forest on the Feature plot.
    • also: -> Receive an Ancient Forest and a Kelp Forest within your borders. (will upgrade a forest and a kelp feature next to your cities or within your borders if possible; else 2 forests to ancient forest or 2 kelp to kelp forest)

    04.13 Letum Frigus:
    • -> Receive a Winterborn Promotion.
      • if it already has one: -> Receive a Cold Resistance Promotion.
      • if it already has one: -> Receive an Immune to Cold Promotion.
      • if it already has one: -> Receive a Ice Demon Promotion.
      • if it already has one: -> Receive +4 experience points.

    04.14 Mount Kalshekk:
    • -> Receive a Volcano with Obsidian within the city radius of one of your cities. (you need at least one Peak without bonus or improvement on it)
      • if that's not possible: -> Receive a Volcano with Obsidian within your borders.
      • if that's not possible: -> Receive a Fire Resistance Promotion.
      • if unit already has one: -> Receive an Immune to Fire Promotion.
      • if unit already has one: -> Receive +4 experience points.

    04.15 Broken Sepulcher:
    • -> Receive an Undead or Undead Slaying Promotion.
    • also: -> if the unit is a Arcane unit: -> Receive a Sundered Promotion.
      • if thats all not possible: -> Receive +4 experience points.
    • also: -> Archer and Melee units will get Headless Promotion if they got the Undead Promotion first
    • also: -> Undead Axeman units will get transformed into Honored Band

    04.16 Pyre of the Seraphic:
    • -> Receive an Angel Promotion or a Fallen Angel Promotion.
      • if it already has both of them (that should not be possible): -> Receive +4 experience points.

    04.17 Cliffs of Kelle:
    • -> Receive a Lightning Resistance Promotion.
      • if it already has one: -> Receive an Immune to Lightning Promotion.
      • if it already has one: -> Receive a Mountaineer Promotion.
      • if it already has one: -> Receive +4 experience points.
    • -> Receive a Lightning Elemental with game speed depending duration.

    04.18 Foxford:
    • -> Receive a Wolf Blood Promotion.
      • if it already has one: -> Receive a Tiger Blood Promotion.
      • if it already has one: -> Receive a Lion Blood Promotion.
      • if it already has one: -> Receive +2 experience points.

    04.19 Monster Skeleton:
    • -> Receive a Dragon Slaying Promotion.
      • if it already has one: -> Receive +4 experience points.

    04.20 Mirror of Heaven: (unchanged)
    • -> Receive a happy face in every city.

    04.21 Odio's Prison: (unchanged)
    • -> Reset your Worldspell.

    04.22 Pool of Tears: (unchanged)
    • -> Receive the Expansive Trait.

    04.23 Remnants of Patria: (unchanged)
    • -> Receive the Industrious Trait.

    04.24 Sirona's Beacon: (unchanged)
    • -> Receive the Spiritual Trait.

    04.25 Great Circus: (only available if both modules ("04 Elohim Unique Feature Events" and "05 Unique Arenas") are activated)
    • -> Mounted unit get Horselord Promotion.
      • if unit already has one: -> Receive +4 experience points.
    • -> all units except mounted units will receive a Morale Promotion and between 1 and 50 gold (random and game speed depending)

    04.26 Great Colosseum: (only available if both modules ("04 Elohim Unique Feature Events" and "05 Unique Arenas") are activated)
    • -> Archer unit get Dexterous Promotion.
      • if unit already has one: -> Receive +4 experience points.
    • -> Melee unit get Guardsman Promotion.
      • if unit already has one: -> Receive +4 experience points.
    • -> Recon unit get Sinister Promotion.
      • if unit already has one: -> Receive +4 experience points.
    • -> all units except Archer, Melee and Recon units will receive a Morale Promotion and between 1 and 50 gold (random and game speed depending)

     
  6. GIR

    GIR It'sNotStupidIt'sAdvanced

    Joined:
    Jul 12, 2005
    Messages:
    884
    Location:
    EU
    Detailed description: Unique Arenas


    05 Unique Arenas:


    05.1 Great Circus:
    This unique improvement will only be available via event.

    Civilopedia text:
    Spoiler Civilopedia Great Circus :
    Civilopedia text:
    Requires event to be build in the first place.
    Event requires a non hill plot near Horses or Nightmares and Horseback Riding and enough money to trigger.
    Makes some Circus related events available.
    It will show up as an Unique Feature on the map.
    +1 free Merchant to the nearest city
    +2 :) in nearby cities.
    +2 :hammers: and +5 :commerce: on plot.
    Mounted Units on the plot can cast Circus Race.
    Units on this plot can cast Circus Bet (requires the Currency technology).
    The owner of this unique improvement can capture enemy unique buildings if they conquer or acquire a city.
    The owner of the Great Circus can build unique mounted units that can be built by his vassals.
    Can be rebuild by nearby cities after destruction. (Production of cities will add up to one production pool.)​

    How to get the Great Circus:
    Spoiler :
    Event trigger text:
    Rumour has it that the best horses (or nightmares, depends on available resource) are within your borders.
    The Ratcatcher Guild has offered to cofinance and build a giant hippodrome near this valuable source to make profit with epic circus races.​

    If you agree you have to pay a certain amount of money (depending on game speed and if you have marble) and deliver marble. If you don't have marble you not even have to pay more, you also have to wait longer (also game speed depending) until the Circus is finished. Note: Without marble you have to trade even with you worst enemy for marble and therefore they could get some of the money you spend (<- this will show up as pop up, amount of money depends on resources available and more factors). Note2: If the AI builds the Great Circus you could get money for marble.

    After you paid and provided the needed marble a Great Circus building site will be placed next to the resource plot. In addition to that a counter sign will be placed next to it and will tell you how long you have to wait until finishing the construction. (There is some bloody delay with the signs therefore the landmarks will switch from the left side to the right side each turn).
    After the counter hits zero you will get an unique Great Circus improvement on this plot.

    What' the usage of the Great Circus:
    Spoiler :
    After you "built" the Great Circus everyone (even enemy unit) can cast circus bet on this improvement (requires the Currency technology).
    This spell let you choose how much money (10, 50, 100, 500 or 1000 gold) you want to bet on one out of ten horses/riders. If you lose you lose your money but if you win you get five times the amount of your bet.

    Also every mounted unit can "cast" circus race on this plot. This are epic and brutal races which can led to the death of the unit (chance to survive = 50% + unit level) (I had the Ben Hur horse race in mind) but if you survive your unit will gain experience (+ 1-6) and get the morale promotion and has a 6% chance to get mobility 1 or mobility 2 promotion. Either way all cities within range gain happiness for a few turns (Happiness timer and range depends on unit lvl).

    The owner of this unique improvement can capture enemy unique buildings if they conquer or acquire a city.
    The owner of the Great Circus can build unique mounted units that can be built by his vassals.

    Additional events can take place if you own that improvement (similar to Olympic events in the normal game).

    What to do if the Great Circus got destroyed:
    Spoiler :
    If the Great Circus gets destroyed a Great Circus ruin landmark will be placed on the former improvement plot. Now all players can take part in a rebuild effort. If you want to do so you need a city near to the former improvement sight. All near cities can rebuild the improvement (it works like a normal building). Note: All the production of all cities will be transferred into one production pool and will be shown in a sign next to the ruin. If the sign hits the 100% you will get a new Circus improvement on this plot.


    Great Circus images:
    Spoiler Great Circus images :




    05.2 Great Colosseum:
    It is very similar to the Great Circus improvement.

    This unique improvement will only be available via event.​

    Civilopedia text:
    Spoiler Civilopedia Great Colosseum :
    Civilopedia text:
    Requires event to be build in the first place.
    Event requires a non hill plot near Copper or Iron and Smelting and enough money to trigger.
    Makes some Colosseum related events available.
    +1 free Merchant to the nearest city
    +2 :) in nearby cities.
    +2 :hammers: and +5 :commerce:
    Melee units, Recon units, Animal units and Slaves on this Unique Feature can cast Arena Battle. (Slaves will become Warriors if they win a fight.)
    Units on this Unique Feature can cast Colosseum Bet (requires the Currency technology).
    The owner of the Great Colosseum can build unique melee units and unique buildings that can be build by his vassals.
    Can be rebuild by nearby cities after destruction. (Production of cities will add up to one production pool.)​

    How to get the Great Colosseum:
    Spoiler :
    Event trigger text:
    Rumour has it that the best metal for bronze (or iron, depends on available resource) weapons are within your borders.
    The Ratcatcher Guild has offered to cofinance and build a giant colosseum near this valuable source to make profit with epic arena fights.​

    If you agree you have to pay a certain amount of money (depending on game speed and if you have marble) and deliver marble. If you don't have marble you not even have to pay more, you also have to wait longer (also game speed depending) until the Colosseum is finished. Note: Without marble you have to trade even with you worst enemy for marble and therefore they could get some of the money you spend (<- this will show up as pop up). Note2: If the AI builds the Great Colosseum you could get money for marble.

    After you paid and provided the needed marble a Great Colosseum building site will be placed next to the resource plot. In addition to that a counter sign will be placed next to it and will tell you how long you have to wait until finishing the construction. (There is some bloody delay with the signs therefore the landmarks will switch from the left side to the right side each turn).
    After the counter hits zero you will get a unique Great Colosseum improvement on this plot.

    What' the usage of the Great Colosseum:
    Spoiler :
    After you "built" the Great Colosseum everyone (even enemy unit) can cast Colosseum Bet on this improvement (requires the Currency technology).
    This spell let you choose how much money (10, 50, 100, 500 or 1000 gold) you want to bet on one out of ten gladiators. If you lose you lose your money but if you win you get five times of your bet.

    Also every melee, recon, animal and slave unit can "cast" Arena Battle on this plot. This are epic and brutal fights which can led to the death of the unit (chance to survive = 50% + unit level for melee and recon units and 20% + unit level for slaves; animals are only for entertainment and will always die) but if you survive your unit will gain experience (+ 1-6), get the morale promotion and slaves will be upgraded to warriors. Either way all cities within range gain happiness for a few turns (Happiness timer and range depends on unit lvl).

    The owner of the Great Colosseum can build unique melee units and unique buildings that can be build by his vassals.

    Additional events can take place if you own that improvement (similar to Olympic events in the normal game).

    What to do if the Great Colosseum got destroyed:
    Spoiler :
    If the Great Colosseum gets destroyed a Great Colosseum ruin landmark will be placed on the former improvement plot. Now all players can take part in a rebuild effort. If you want to do so you need a city near to the former improvement sight. All near cities can rebuild the improvement (it works like a normal building). Note: All the production of all cities will be transferred into one production pool and will be shown in a sign next to the ruin. If the sign hits the 100% you will get a new Colosseum improvement on this plot.



    Great Colosseum image:
    Spoiler Great Colosseum image :

     
  7. GIR

    GIR It'sNotStupidIt'sAdvanced

    Joined:
    Jul 12, 2005
    Messages:
    884
    Location:
    EU
    Detailed description: Adjust Game


    08 Adjust Game:

    Adjust Game city spell:
    This module adds a city spell to your capital city. This module is still in beta and not everything is implemented yet but you can use it for counting and adding improvements, features, bonus, unique features, plot types and other 'stuff' on the map without using the world builder and spoiling the map. You can also use it to help AI players to survive early barbarian rushes with these options.

    How it works:

    • To use the options you have to select your capital city and click on the 'Adjust Game' city spell on the right side of the build menu (see picture):


    • In the main menu you can choose between six options. This module is still a work in progress so some of the options aren't working at the moment (see picture):

      • 0: Game Options (not tested yet)
        • This option allows you to change (almost) all Game Options within a running game e.g. enable random seed, enable increasing difficulty or disable technology trading.
          Spoiler Game Options picture :
      • 1: Difficulty (work in progress; not working atm)
        • This option allows you to change your Handicap Type.
          Spoiler Difficulty picture :
      • 2: Bonus Stuff (working)
        • This option allows you to give your enemies or yourself certain stuff that will make there or your life in Erebus easier.
          Spoiler Bonus Stuff picture :
      • 3: Trigger Event (work in progress; not working atm)
        • This option allows you to Trigger any Event for yourself or any other player.
          Spoiler Trigger Event picture :
      • 4: Map (working)
        • This option allows you to place certain Improvements, Unique Features, Resources and other stuff on a random plot on the map. You can use this option to count certain things on the map, too.
          Spoiler Map picture :
      • 5: Screen (working)
        • This option just shows all different Color Types and other stuff. It's useful for me, myself and I and maybe also for other moders.
     
  8. GIR

    GIR It'sNotStupidIt'sAdvanced

    Joined:
    Jul 12, 2005
    Messages:
    884
    Location:
    EU
    Changelog:

    Spoiler Changelog (Current Version: 1.01) :



    Version 1.01 [1.31.195.1.01]
    • Added a new module:
      08 Adjust Game:
      Adjust Game city spell:
      This module adds a city spell to your capital city. This module is still in beta and not everything is implemented yet but you can use it for counting and adding improvements, features, bonus, unique features, plot types and other 'stuff' on the map without using the world builder and spoiling the map. You can also use it to help AI players to survive early barbarian rushes with these options.



    How it works:

    • To use the options you have to select your capital city and click on the 'Adjust Game' city spell on the right side of the build menu (see picture):


    • In the main menu you can choose between six options. This module is still a work in progress so some of the options aren't working at the moment (see picture):

      • 0: Game Options (not tested yet)
        • This option allows you to change (almost) all Game Options within a running game e.g. enable random seed, enable increasing difficulty or disable technology trading.
          Spoiler Game Options picture :
      • 1: Difficulty (work in progress; not working atm)
        • This option allows you to change your Handicap Type.
          Spoiler Difficulty picture :
      • 2: Bonus Stuff (working)
        • This option allows you to give your enemies or yourself certain stuff that will make there or your life in Erebus easier.
          Spoiler Bonus Stuff picture :
      • 3: Trigger Event (work in progress; not working atm)
        • This option allows you to Trigger any Event for yourself or any other player.
          Spoiler Trigger Event picture :
      • 4: Map (working)
        • This option allows you to place certain Improvements, Unique Features, Resources and other stuff on a random plot on the map. You can use this option to count certain things on the map, too.
          Spoiler Map picture :
      • 5: Screen (working)
        • This option just shows all different Color Types and other stuff. It's useful for me, myself and I and maybe also for other moders.



    Version 0.97 [1.31.195.0.97]
    • Added a new simple module:
      07 Spread Guild:
      Spread Guild ability:
      Ever sent a "Kingfisher Brotherhood" fishingboat around the whole map and then it failed to spread the guild?
      This module adds an additional option to all guild units to spread guilds in a city. In contrast to the normal way the new ability has a 100% spread chance but it will cost extra money to cast (cost = 175 gold). The unit will be consumed after using this spell.
    • 05 Unique Arenas:
      • Added icons with mouse over info for Great Colosseum and Great Circus in techtree
      • Some pedia txt changes/fixes
      • Also added some pedia links related with GC^2

    Version 0.96 [1.31.195.0.96]
    • Added a new simple module:
      06 Spread Religion:
      Spread Religion ability:
      Ever got tired because of bad luck while trying to spread a non state religion (therefore not enough priests for 'build temple' ability) in one or all of your cities with missionaries?
      Well, it seems I always have bad luck so I made this module:

      This module adds an additionally option to all missionary units to spread religion in a city. In contrast to the normal way the new ability has a 100% spread chance but it will cost money to cast (cost = 75 gold). The unit will be consumed after using this spell.
    • v0.96 (06 Spread Religion) is not save game compatible with v0.95
    • Packed all the "00Changes..." modules in a 7-zip file under \Assets\Inactive Modules\NormalModules.
      If you want to play with one of the "00Changes..." modules you have to unzip it and move to \Assets\Modules\NormalModules

    Version 0.95 [1.31.195.0.95]

    Entire mod:
    • Added <AndDependencyTypes> and <bTypeDependency> XML tags throughout the whole mod to improve further compatibility
    • 0.95 is save game compatible with v0.9, v0.91, v0.92, v0.93 and v0.94

    05 Unique Arenas:
    • Added an additional commerce bonus for Imperial Roads on plots with Great Circus, Great Colosseum (only available if 03ImperialRoads and 05UniqueArenas are activated at the same time)
    • Gambling House gets +1 free specialist per Great Circus, Great Colosseum
    • Great Circus and Great Colosseum provides a free merchant to the nearest city
    • Cleaned up the pedia page of Great Circus and Great Colosseum

    00 Changes for other modules:
    After you download my add-on you will find the new modules in \Assets\Inactive Modules\NormalModules
    If you plan to play a new game with Milaga's Guns, Wyrms and Steel mod (v0.31) and/or with MrUnderhill's Fall Under mod (v1.71) you can activate the new 00Changes... modules by moving them into \Assets\Modules\NormalModules if you want.
    New modules are:
    • 00 Changes: GWS Steel TraitBlacksmith Fix
    • 00 Changes: GWS Buildings BazaarOfMammon Fix
    • 00 Changes: FallUnder MageTower


    00 Changes: GWS Steel TraitBlacksmith Fix:
    This module makes Milaga's GWS Steel mod (v0.31) compatible with Rife 1.31.195 (because a deactivated Jotnar module removes a Trait needed for GWS)
    By activating this module you will add a new Trait to the game, so it is not save game compatible. But it will cause no problems if you run it without the GWS module in case you forget to deactivate it in your next game.

    00 Changes: GWS Buildings BazaarOfMammon Fix:
    This module fixes a bug with Milaga's GWS Buildings mod (v0.31). Now you can build the Bazaar of Mammon wonder.
    This module is save game compatible. You can activate it and don't have to worry about it any more. If you don't use the GWS mod this module will not change anything in your game.

    00 Changes: FallUnder MageTower:
    This module fixes an issue with the Mage Tower improvements in MrUnderhill's Fall Under mod (v1.71). Before this fix if somehow you get your hands on Amurites units (by capturing such an unit or using the Tolerant Trait and conquer a city) and build a Mage Tower with them the improvement will disappear after some time (because Amutites only). Now this improvement is changed so everyone can use it (but you can't build it if you are not Amurites).
    This module is only save game compatible if you already use the FallUnder module v1.71 with your current game. However if you start a new game with this module and don't use FallUnder this module will not cause any problems.

    Version 0.94 [1.31.195.0.94]
    • Added compatibility tags for Derf's Claimable Tower of Eyes module.
    • 03 Imperial Roads:
      • Grammar fix
      • Civilopedia tech dependency text fix
    • v0.94 is save game compatible with v0.9, v0.91, v0.92 and v0.93

    Version 0.93 [1.31.195.0.93]
    • Fixed a few english grammar 'bugs'
    • Hide some wrong "ID conflicts" with my modules
    • This version should also hide "ID conflicts" with my modules and future versions of the MoreEvents module and FallUnder module (Note: This version is already compatible with MoreEvents and FallUnder but the Module Manager will show 'ID conflicts'. Just ignore them for the time being.)
    • v0.93 is save game compatible with v0.9, v0.91 and v0.92

    Version 0.92 [1.31.195.0.92]
    • Added full german translation (by jonnnes)
    • v0.92 is save game compatible with v0.91 / v0.9

    Version 0.91 [1.31.195.0.91]

    04 Elohim Unique Feature Events:
    • Fixed a bug with the "Guardian of Pristin Pass" Elohim onMove event.
    • Fixed a text bug with the pilgrimage quest.
    • v0.91 is save game compatible with v0.9

    Version 0.9 [1.31.195.0.9]
    (not save game compatible with version 0.8)


    05 Unique Arenas:
    • Added "05 Unique Arenas" in a separate module. (see post #6)
    • Added a "fixed" CvGameUtils.py in the download. This file will be removed after the release of the new RifE patch (fix made cannotConstruct modular).
    • Fixed a bug with the icon displayed when choosing to build a unique unit of your vassals instead of one of your default units.

    04 Elohim Unique Feature Events:
    • Added a pilgrimage quest for the Elohim to the game. If you finish your pilgrimage (visit all available unique features on your map) you will receive the Wanderer trait (adventurer promotion for all new built recon units).
      Spoiler Image Pilgrimage Quest :
    • Added two new events for the Great Colosseum and for the Great Circus (only available if both modules ("05 Unique Arenas" AND "04 Elohim Unique Feature Events") are activated) (see post #5)
    • Fixed a bug with explorable unique features (stopped them from triggering the Elohim event a second time).

    03 Imperial Roads:
    • Fixed a bug that could prevent the AI from building Imperial Roads.


    Version 0.8 [1.31.195.0.8]
    (not save game compatible with version 0.75)
    • Added "Elohim Unique Feature Events" in a separate module.
    • This module works with and without the "MoreEvents" module (auto detect). So there should be no interference with the new upcoming treasure hunting events/quests and the Elohim events (<PythonOnMove> call).
    • Fixed an error with the random sea creature option and free bonus option with the Elohim Aifon Isle event (because one of the creatures and the whales bonus where removed in RifE 1.31)
    • Fixed a missing translation with the Elohim Bradelines Well event.
    • Added an option to receive a happy face in every city if you already have the Tolerant Trait when choosing the second option with the Elohim Bradelines Well event.
    • Added an Elohim event for the Foxford unique feature (see post #5).
    • Added an Elohim event for the new Cliffs of Kelle unique feature (see post #5).

    Version 0.75 [1.31.195.0.75]
    (not save game compatible with version 0.7)
    • Added a nuclear explosion effect for the refinery flare.
    • Made a few adjustments and fixed a few things here and there.
    • Renamed the module folder (If you have installed a previous version of my mod plz remove it before you install version 0.75!)

    Version 0.7 [1.31.195.0.7]
    (not save game compatible with version 0.65)
    • Added the Imperial Roads system in a separate module
    • Reworked the whole Imperial Road system (For more details see first side post #4)
    • Fixed a bug with the Imperial Roads and the Frozen civilization (no more free units for the Frozen)

    Version 0.65 [1.31.195.0.65]
    • Changed the global Mana Flare chance: Quick = 5%; Normal = 4%; Epic = 3%; Marathon = 2% (chance each turn that one mana node on the map will flares up / it's not using the BTS event system)
    • (Temporally added a "fixed" CvEventManager.py in the download so the modules can work as intended. I will remove this file as soon as Valkrionn releases the next patch (which will include the fixes...))
    • Now Mana Flares work as intended when someone pillage a mana node.

    Version 0.6 [1.31.195.0.6]
    • Fixed a bug with the chaos mana flare. (Now the random change of the terrain type plot is permanent. The temporally change could cause problems)
    • Added a few new effects for some mana flares.

    Version 0.5 [1.31.195.0.5]
    • Changed Mana Flare system to worke in a separate module

    Reworked mod to make it modular

    Spoiler old non-modular version :


    Update: (v0.1.23.4)
    R i f E version:
    Fiexed a python bug with one of the new events. v0.1.23.4 is savegame compatible with v0.1.23.2 and v0.1.23.3.

    v0.1.23.4:​



    Update: (v0.1.23.3)
    R i f E version: (v0.1.23.3 is savegame compatible with v0.1.23.2.)

    • Fixed a Python Exceptions bug

    Update: (v0.1.23.2)
    R i f E version: (not savegame compatible!)


    Update: (v0.1.23.1)
    R i f E version:
    Should be compatible with R i f E version 1.22.2 and 1.23.
    Edit: Version 1.23 is not savegame compatible with version 1.22.2!

    Update:

    Added Valkrionn's blizzard quick fix in the main download (first post / R i f E version). (savegame compatible)

    Update:
    Now the mod is compatible with RifE 1.22.2
    (see first post)

    Update: (will break save games)
    Update for RifE 1.20:

    The most important change in this version is maybe the addition of an old system I made a long time ago in my Petra mod component and Flavian Amphitheatre mod component:

    -In this version the owner of the Great Circus Improvement will be able to conquer enemy unique buildings. After you conquer/acquire a city with an unique building in it you will get a pop-up and you can decide if you want to keep it or replace it with your default building. Flavor Note: This won't work if you have an own unique building for this building type. (This is a week effect because most of the unique buildings have a low chance to survive after conquest or can't be conquered at all. If you want to change the conquest probability than go in the building xml - I didn't change it)
    -In addition to that the owner of the Great Circus can build unique mounted units of all of his vassals. After you built a default mounted unit you will get a pop-up and can choose between your default unit or all of the unique units of the same unit class of your vassals.
    -The same system works for unique melee units and the Great Colosseum.
    -Also if you own the Great Colosseum you can build unique buildings of your vassals when you build a default building of that building type.

    For more info see pictures below:



    And here is the rest of the update:

    • Elohim Unique Improvements bug fixes:
      • Fixed a bug with the Elohim Yggdrasil event when only forest and no kelp is available to upgrade (upgrades 2 forests to ancient forest)
      • Fixed a bug with the Elohim Yggdrasil event when only kelp and no forest is available to upgrade (upgrades 2 kelp to kelp forest)

      Mana Flare adds and fixes:
      • Added mana flare event for Creation mana (for more info see post 2)
      • Added mana flare event for Dimensional mana (for more info see post 2)
      • Added mana flare event for Force mana (for more info see post 2)
      • Added mana flare event for Refined mana (for more info see post 2)
      • Added/changed Earth/Law/Mind/Spirit mana flare effects: Now all the buildings provided by the mana flare have a certain duration not only one turn. The duration depends on game speed and if the cause of the flare was an event and to a certain amount on luck (rand number).
      • Added/changed Chaos mana flare effect: Terrain type of the mana plot will change temporary to a random polt: (grass, plains, desert, marsh, tundra, snow, burning sands, broken lands, field of perdition, shallows)
      • Added/changed Body mana flare effect: Haste promotion gained by mana flare will have a duration of 4 turns / added Avatars to the immune list / changed chances for promotions (for more info see post 2)
      • Added/changed Air mana flare effect: Naval units gain haste promotion with duration of 4 turns if cause of mana flare was an event
      • Added new "save" improvements for the Air mana flare. Your unit won't get blown away when standing on them. (Improvements: broken sepulcher, cage, castle, citadel, citadel of light, fort, goblin fort, guardian, ring of carcer, tower, hill gigant steanding, dwarven mine, dwarven settlement, dwarven hall, dwarven fortress, tower of eyes )
      • Added "Earth Boosom" effect to Earth mana flares (changes the plot type of the mana plot to hill if the cause of the flare is an event)
      • Fixed a bug with the promotion chance function for mana flares (a lot of the chances were 1% higher then postet in the second post)

      Imperial Roads adds and fixes:
      • Fixed a bug with the "Imperial Roads" spell (now the casting worker will skip the turn and wake up properly after the road is finished)
      • Bannor and Kuriotates can build Imperial Roads cheaper than other civilizations ( Bannor = 1/3; Kuriotates = 1/2 )
      • Updated mouse over help text for Imperial Road spell
      • You don't need stones in the city which you want to connect to your government center. The road is build from your capital to all the other cities anyway.
      • Added building sounds when a Imperial Road segment is placed on the map and removed the road spell casting effect and sound.
      • Highly increased the performance of the python mouse over help text on the Imperial Roads spell popup. (The path, costs and duration will be calculated only once and not every time you mouse over the button. My bad, sorry.)
      • Reworked Imperial Roads code and fixed a bug when you finish a road project but your worker is immobile for some more turns.
      • Added a on screen counter for the search for stones event (see picture bottom)
      • Added a on screen counter for an Imperial road project (see picture bottom)

      Great Colosseum and Great Circus adds and fixes:
      • Reworked the bet system and remove a bunch of unnecessary events related to the bet spell events. It's working like before so never mind...
      • Increased performance with the Circus and Colosseum spells.
      • Added an on screen counter for the Great Circus
      • Added an on screen counter for the Great Colosseum
      • Added the unique building on city acquired system for the Great Circus
      • Added the vassal unique building system for the Great Colosseum
      • Added the vassal unique mounted units system for the Great Circus
      • Added the vassal unique melee units system for the Great Colosseum

    For more info see post2 and post3.​

    Pictures:

    Update:
    R i f E version: (not save game compatible)

    - Added a new mod component to the Add-On: Elohim Unique Events
    (this is for all Elohim players who are disappointed when they arrive at an Unique Feature and don't get a special event or reward)
    For more info see first post/side

    Update:
    R i f E version:

    - compatible with R i f E 1.20
    - fixed a bug with imperial roads (now you can only use the imperial roads 'spell' after the imperial road event)
    - fixed text bugs
    - activated the ice mana flare event
    - fixed a bug when casting the bet spell or arena battle spell on Great Colosseum and/or Great Circus on unowned plots​

    Update:
    R i f E version:

    Fixed a bug with the late modle type of the Imperial Roads.
    Download see first post (save game compatible).

    Update:
    Now it's compatible with Rise from Erebus 1.12 (see first post).​

    Update:
    FF version: (save game compatible)
    Now also animal units can "fight" in the Great Colosseum just for the entertainment sake. They will always die but provide additional happiness turns depending on the unit lvl. (In my last FF game I had so many bears I didn't know what to do with them so I added this feature.)

    FFH2 version:
    Made it compatible with version 0.41i.
    (Also enabled animals to fight in the Great Colosseum.)

    Update:
    FF version:
    Changed Improved Roads naming to Imperial Roads and also changed the button art (now it uses the art from Orbis mod).
    In addition to that this roads are more usefull as well (increased movement points).​

    FFH2 version:
    Made it compatible with version 0.41g.
    (Also added the Imperial Roads like in my FF version.)

    Update:
    Small update: Now it's compatible with FF 051C(3) (see first post).
    (No bugfixes or changes)

    Update:
    Now it's also compatible with Orbis 024b (see first post).​

    Update:
    Now it's also compatible with FF 051a (see first post).​

    First release for FFH2:
    Compatible with FFH 2​


     
  9. GIR

    GIR It'sNotStupidIt'sAdvanced

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  10. GIR

    GIR It'sNotStupidIt'sAdvanced

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    Spoiler :
    Mana Flares and Unique Events:

    This is a Python/XML Mod mainly for Rise from Erebus 1.23 (all features of this mod are supported only in the RifE version).

    This mod is also available for the newest Fall Further version (FF 051c), but not all features and bug fixes are included in this version.
    Also, this mod can be downloaded for older versions of Fall from Heaven 2 (FFH2 041i) and Orbis (Orbis 024b).


    Short description:

    1.0 Mana Flares:
    1.1 Mana flare system:
    If someone pillage a mana node without using metamagic bad/good things will happen. If you pillage such a node it will flare up and magic of the node mana type will affect the surrounding area, units and cities.
    Mana flares can also happen via event. In this case the flares are more powerful and have a higher chance to have positive effects.
    (For more details see post 2)

    2.0 Unique Improvements / Imperial Roads:
    2.1 Great Circus:
    Available via event. This is a giant hippodrome like the Circus Maximus in Rome. It will appear as Unique Improvement on the map and mounted units on this plot can take part in an epic race like in the Ben Hur movie or you can bet on your favorite horse/rider. It also provides happiness in the surrounding area.
    Update (R i f E only): In addition to that the owner gets the chance to conquer enemy unique buildings.
    Also the owner can build unique mounted units that can be built by his vassals.
    (For more details see post 3)

    2.2 Great Colosseum:
    Available via event. This is a giant Colosseum like the Flavian Amphitheatre in Rome. The ingame effects are similar to the Great Circus.
    Update (R i f E only): The owner can build unique melee units and unique buildings that can be built by his vassals.

    If these improvements (Great Circus/Great Colosseum) are destroyed you can rebuild them with cities near to the former site and all the production will add up to one production pool like it should be with projects after all (Note: Even enemy cities can help to rebuild it because they also will profit from the effects of the Great Circus/Colosseum &#8211; it's an area effect and also the special spells on this plot can be used by everyone.
    (For more details see post 3)

    2.3 Imperial Road system:
    Available via event. If you meet all the requirements you are able to "build" Imperial Roads with your workers. But to prevent the "all roads on all plots" problem you only can connect your cities with this roads. This mod will try to find the best path between your cities and will connect them with improved roads.
    (For more details see post 3)

    3.0 Elohim Events for all Unique Features: (R i f E only)
    3.1 Elohim Events:
    This adds new special one time Elohim events to all Unique Features.
    (For more details see post 4)

    Update:
    4.0 Other ModMods: (R i f E only)
    4.1 black_imperators great FFH More Events ModMod:
    Adds a lot of new events. I especially love the Gela Quest(s). See this link.
    (For more details see post 4)

    4.2 ostars great FFH More Events Modmod Expanded:
    It adds even more new events. See this link.
    (For more details see post 4)





    Rise from Erebus download and installation:

    You need Rise from Erebus 1.23
    --> Link: Rise from Erebus

    To install the Add-On, unzip the file and copy the "Assets" directory into your ...\Civilization 4\Beyond the Sword\Mods\Rise from Erebus\ directory and overwrite all files. (Before you do this please make a backup.)
    To verify you've installed the ADD-ON correctly, start up civ-4 and load Rise from Erebus (or if you renamed it then that one). From the main menu open the Civilopedia and check if you find the Great Colosseum within the Unique Feature page.​

    Download the ADD-ON for Rise from Erebus (~1 MB):
    [Release Date: 2010.04.21] [v0.1.23.4]





    Other downloads:
    Spoiler :

    Fall from Heaven 2 download and installation:

    Spoiler :
    You need FFH2 041i
    --> Link: Fall From Heaven 2

    To install the Add-On, unzip the file and copy the "Assets" directory into your ...\Civilization 4\Beyond the Sword\Mods\Fall from Heaven 2\ directory and overwrite all files. (Before you do this please make a backup.)
    To verify you've installed the ADD-ON correctly, start up civ-4 and load FFH2 (or if you renamed it then that one). From the main menu open the Civilopedia and check if you find the Great Colosseum within the Unique Feature page.​

    Download the ADD-ON for Fall from Heaven 2 (~700 KB):
    [Release Date: 2009.10.12]




    Fall Further download and installation:

    Spoiler :
    You need FF 051c3
    --> Link: Fall Further

    To install the Add-On, unzip the file and copy the "Assets" directory into your ...\Civilization 4\Beyond the Sword\Mods\Fall Further 051\ directory and overwrite all files. (Before you do this please make a backup.)
    To verify you've installed the ADD-ON correctly, start up civ-4 and load FFH2 (or if you renamed it then that one). From the main menu open the Civilopedia and check if you find the Great Colosseum within the Unique Feature page.​

    Download the ADD-ON for Fall Further (~700 KB):
    [Release Date: 2009.10.12]




    Orbis download and installation:

    Spoiler :
    You need Orbis 024b (not compatible with the newest patch!)
    --> Link: Orbis

    To install the Add-On, unzip the file and copy the "Assets" directory into your ...\Civilization 4\Beyond the Sword\Mods\Orbis\ directory and overwrite all files. (Before you do this please make a backup.)
    To verify you've installed the ADD-ON correctly, start up civ-4 and load Orbis (or if you renamed it then that one). From the main menu open the Civilopedia and check if you find the Great Colosseum within the Unique Feature page.​

    Download the ADD-ON for Orbis (~700 KB):
    [Release Date: 2009.07.30]




    __________________
    Credits:

    • Modmods:
    • Art:
      • Great Circus art by jojoweb.
      • Great Colosseum art by charly1977.
      • The Imperial Roads artwork was "stolen" from the Charlemagne mod in BTS.
      • The Imperial Roads button art was stolen from Orbis mod.
    • Programming:
      • Thx for 12monkeys aStarTool (python path finder to find the best route for the Imperial Roads)!


    Spoiler :
    Detailed description: Part 3/3

    3.0 Elohim Events for all Unique Features:

    UPDATE: (For more details see post 5)

    4.0 Other ModMods: (Merged Mods) (R i f E only)

    4.1 black_imperators great FFH More Events ModMod:
    Adds a lot of new events. I especially love the Gela Quest(s). All credits for his modmod goes to black_imperator. For more details see this link.
    Spoiler :
    Events added :

    -Gela ( idea by Verdian)
    -Strange Adept (idea by JustinianVII)
    -Hell's Refugees (idea by JustinianVII)
    -Scholars (idea by JustinianVII)
    - Trapped Frostlings (idea by 1234567890)
    - Pacifist demonstration (idea by 1234567890)
    - The Sign of the Demon (idea by Diamondeye and Korias)
    - Hanging Sisters, Ash Cough, Dead Angel, Depressed Toymaker, Devastating Plague, Massive Suicide, NecroCannibalism and Hell Portal by rystic and ErrOl
    -Ghost Ship by etc
    -Waywards Elves by Luckman
    -Corrupt Juge By Jabie
    -Princess Rule by switch blogk and micky onimusha
    -orphaned goblin by far wanderer
    -that kind of day by far wanderer
    -Renowned Market by Zurai
    - Board Game by Mr Underhill
    -A Traveller by lgaard
    -Unfortunate Assassin by Niley
    -Overcrowded dungeon byThe Jopa
    -The Mad Golemicist by Cabbagemeister
    -Redecoration, Great speaker, Cookbook, Skilled craftsman and Younger Council by Bob the Barbari
    -Death of an Elder by Rex rgis of Ter


    4.2 ostars great FFH More Events Modmod Expanded:
    It adds even more new events. All credits for his modmod goes to ostar. For more details see this link.
    Spoiler :
    List of new events added:

    -Kuriotates Fish; Kuriotates Clam; Kuriotates Crab
    -Demonic Tower
    -Lanun Pirates
    -Frog Legs
    -Uranium
    -Oil
    -Winds From Hell
    -Treant Rage
    -Perfect Storm
    -Peat
    -Bread
    -Sutter's Mill
    -Thread Necromancy
    -Poisoned Water
    -Framed
    -Ancient Tower Lore
    -Stormy Seas
    -Ralph and Sam
    -Centaur Tribe
    -Sea Serpent
    -Monkey See
    -Haunted Castle


     
  11. Cyrusfan

    Cyrusfan King

    Joined:
    Jul 18, 2009
    Messages:
    667
    Okay this seems to be the thread you want us to use. If Valk could link this thread rather than the original, it's be easier to find, though.

    Two things-When playing as the Illians and after the frozen are in the game, when I hit the build Imperial Roads button, I get 4 messages about souls of my units going to the Frozen. It happens again when I hit the confirmation message (the one that gives the tooltip telling how much it'll cost). I also have FlatXP 1.03, Reformed Liches 1.2, and Scion Healthcare 1.2 installed.
    View attachment 253587

    Also I think it's one of the events contained in your mod-a traveler wants to give you information about: ... several things, such as the biggest town he's seen or remnants of the ancient world, in each case for 50 gold. I haven't tried all the options, but the ancient one definitely isn't working (or the effect isn't pronounced enough). A couple of the others didn't appear to do anything, either.
     
  12. Valkrionn

    Valkrionn The Hamster King

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    Heh, updated the link after reading this. Also cleaned out some old modules that haven't been supported for a while.
     
  13. Cyrusfan

    Cyrusfan King

    Joined:
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    Huh? I don't see any links in the addons section missing. What did you get rid of?
     
  14. Valkrionn

    Valkrionn The Hamster King

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    The top two (AI was merged, the other by Iceciro seems to have been abandoned), and the bottom, the Faeries.
     
  15. GIR

    GIR It'sNotStupidIt'sAdvanced

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    thx for the bug report!
    well, i got something stuck with Dragon Age and neglected civ.
    but dragon age betrayed me and melted my power supply and i wasn't able to use my pc at all :sad:

    i will try to come back to RifE and Civ when Valkrionn releases the new patch (or when i finish dragon age before the release ;) ).
     
  16. arcticnightwolf

    arcticnightwolf Emperor

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    oh, nice :D
    I see another possible usage for my modular python loading ... :D
     
  17. GIR

    GIR It'sNotStupidIt'sAdvanced

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    plz tell me if the modular python is working with your version.
    i'm very interested in including the modular python in my mod if it's working properly...
     
  18. Valkrionn

    Valkrionn The Hamster King

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    It works properly in the test version, and has been expanded to RandomEventInterface.py and CvGameUtils.py. ;)
     
  19. Alsark

    Alsark Noble

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    My brother and I play RifE online. Whenever we start building the Imperial Road, we get an OOS error. We can reload the game and it'll start working fine from start to finish, but it's just pressing that button to start building it causes the issue.
     
  20. GIR

    GIR It'sNotStupidIt'sAdvanced

    Joined:
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    thx for the bug report.
    will have a look at it - unfortunately i have no experience with mp what so ever...

    does any1 know if CyVariableSystem(). can cause OOS errors?
     

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