1. We have added a Gift Upgrades feature that allows you to gift an account upgrade to another member, just in time for the holiday season. You can see the gift option when going to the Account Upgrades screen, or on any user profile screen.
    Dismiss Notice

[Map] My huge 19 civ map for v.25 +

Discussion in 'FfH2 Modmods, Scenarios, and Maps' started by Nikis-Knight, Oct 14, 2007.

  1. Nikis-Knight

    Nikis-Knight Deity

    Joined:
    Dec 22, 2005
    Messages:
    5,636
    Location:
    Orange County, CA
    Installation: Download, unzip, maps go here: C:\Documents and Settings\Owner\My Documents\My Games\Beyond the Sword\PublicMaps
    (though your drive may be different). Then run FfH 2 (BtS versions). Select the map using the custom scenario option to change the game options to your liking.

    Knight's Erebus
    Designed to give a world fitting for the fiction of FfH 2, while still providing fun, balanced gameplay. It is huge, though, so may not be suitible for all systems. Updated several times already. If you have a previous version, I suggest deleting it.
    Spoiler changelog :

    *12/18/08; removed obsolete civic categories--Should work with the last FFH2 Version now.
    *10/11/08; added v.34 features, fixed city art styles, and made some choke points poinier.
    *3/21/08; V.31 compliant (Fixed Baratos), also added some scrub, graveyards, and replaced one Patria with standing stones.
    *1/6/08; added "KnightsErebusRelations", an identical map with some starting diplomacy modifiers for all civs.
    *1/6/08; some few balance tweaks
    *12/17/07; updated to be compatible with version .30, version .25 not availible. Also added sailors dirge
    *11/04/07; large changes to the Elohim/Sidar area so the Sidar aren't so much in the pocket; small changes elsewhere such as patria in jungle and removing some excess land.
    *10/28/07; removed max turns (sorry about that)
    *10/26/07; Removed preset player units. What this means is that at higher difficulty levels the ai players WILL get their bonus units!
    *10/24/07; a few changes designed to slow the ai who climb too fast in the score chart.
    *10/21/07; removed a barrow
    *10/20/07; uploaded a version created after downloading the Media Pack, but I don't really think that would affect the crash issue...
    *10/20/07; minor changes, including 2 barrows designed to slow Kandro's missionaries.
    *10/19/07; minor changes.
    *10/18/07; reduced Ljo starting position (hopefully FoL won't spread everywhere), slight boost to Amurites, Doviello, and Malakim. Eliminated some islands to encourage Orthus/Acheron to spawn in the continent.
    *10/17/07; adjusted Malakim start, added signs, and enabled limited y-axis wrap

    Requires Beyond the Sword 3.13 and FfH 2 mod last version
    Some people have reported an immediate crash to desktop. I don't know why this happens, but when it does, it leaves an autosave behind that you can load to begin playing as normal. Clunky work around, but there you go.

    View attachment KE-ICE2.zip



    Spoiler screenshots :

    Civ4ScreenShot0071.JPG
    Civ4ScreenShot0073.JPG


    The map works fine with the end of winter option, but it will take some extra time to load initially.
     
  2. Nefelia

    Nefelia Prince

    Joined:
    Aug 12, 2005
    Messages:
    458
    Game crashes on start-up when trying to use this map. Does it work for others?
     
  3. vorshlumpf

    vorshlumpf Emperor

    Joined:
    Dec 5, 2003
    Messages:
    1,096
    Location:
    Victoria, BC, Canada
    Wow! Sweet! I might be able to start playing .25 this week, and I think I'll start with this.
     
  4. JDexter

    JDexter Prince

    Joined:
    Dec 18, 2003
    Messages:
    565
    Gender:
    Male
    Location:
    Germany
    Are the starting locations pre-set? I'd guess so (should be like that for every non-random map, right?), but who knows... :)

    Looks like a fun layout with no huge oceans in between seperating 2 groups of civs for half the game (which I really dislike!). I'll try it once I finish my current game on Sureshot's nice map. :)
     
  5. julko

    julko Chieftain

    Joined:
    Aug 15, 2006
    Messages:
    65
    How many special resources(tomb of succelus, etc.) are on this map? Looks interesting, btw. I will only change to "Flatlands(or something like that)" in custom game options, because i've red somewhere that Erebus is a flat world(not round).
     
  6. frenzyslave

    frenzyslave Warlord

    Joined:
    Dec 26, 2003
    Messages:
    262
    Location:
    Hamilton, New Zealand
    All ten are there - even two Remnants of Petra (one in each side of the sheaim). The map is good, currently on turn 235.
     
  7. Nikis-Knight

    Nikis-Knight Deity

    Joined:
    Dec 22, 2005
    Messages:
    5,636
    Location:
    Orange County, CA
    Anyone else having Nefelia's problem? Maybe you're not patched completely?
    Yes, but I could make one where the set points were random. (delete the preset units for each team, then change random start to yes, I think.)Though of course it isn't designed for that.
     
  8. feydras

    feydras Prince

    Joined:
    Apr 10, 2006
    Messages:
    398
    Location:
    Seattle
    Do the Infernals and Mercurians enter the game on this map? I'm playing in a Huge map game with 33 factions and neither showed up. There was room for them due to a few islands with barb activity on it.

    - feydras
     
  9. SwordofStriker

    SwordofStriker Prince

    Joined:
    Dec 11, 2006
    Messages:
    584
    Location:
    Texas
    I noticed one of the options set is "Living World." What is that?
     
  10. Chip56

    Chip56 King

    Joined:
    Jan 19, 2006
    Messages:
    684
    Location:
    Austria
    double amount of events
     
  11. MagisterCultuum

    MagisterCultuum Great Sage

    Joined:
    Feb 14, 2007
    Messages:
    16,203
    Location:
    Kael's head
    It doubles the frequency of events.
     
  12. Nikis-Knight

    Nikis-Knight Deity

    Joined:
    Dec 22, 2005
    Messages:
    5,636
    Location:
    Orange County, CA
    I think I will remove aggressive ai from the default option next version; there's a lot of land.

    I can confirm that the ai will research the appropriate techs for the infernals and they will show up when that happens; also, the ai will build the mercurian gate, and Basium will show up when that happens. However, I can't vouch for their priorities, as I cheated to entice them to do so.
     
  13. vivictius

    vivictius Prince

    Joined:
    Jan 16, 2004
    Messages:
    425
    I noticed that there are several spots of hellfire right off the bat. This doesnt work, 3 civilizations died before I noticed that sect of flies where wiping out everyone who still just had warriors.
     
  14. Nikis-Knight

    Nikis-Knight Deity

    Joined:
    Dec 22, 2005
    Messages:
    5,636
    Location:
    Orange County, CA
    There was only one, but I think you're right; it's gone now, if you want to re-dl.
    (Or I'll forgive you if you want to WB it away ;))
     
  15. onedreamer

    onedreamer Dragon

    Joined:
    Oct 21, 2004
    Messages:
    6,580
    Location:
    Torino - Italia
    Wow, I like everything including options. Will make sure to test it. Thanks again for your work :)
     
  16. Htaed M'i

    Htaed M'i Chieftain

    Joined:
    Aug 14, 2007
    Messages:
    56
    Location:
    Kenton
    Since we can play as the Illians, Sidar, and Svalfaltar, shouldn't they all have at least 2 traits? The Svalfaltar have none and I think the Sidar have one, whil the Illians have some. Just curious.
     
  17. Chip56

    Chip56 King

    Joined:
    Jan 19, 2006
    Messages:
    684
    Location:
    Austria
    They are not developed yet. Sidar and Svalfaltar will come now in shadow while illians will get their features in ice.
     
  18. felwar

    felwar Warlord

    Joined:
    Feb 10, 2006
    Messages:
    149
    I like the placement of civs on the map and the flavor to it. It is very in keeping with age of ice and the civ descriptions on the wiki. A couple of civs could do with improvements to their starting positions, but overall I am enjoying it.

    One thing though, and maybe this is something I just don't remember from age of ice, but why do the amurites have an ice-locked galleon in that warm valley in the north?
     
  19. Nikis-Knight

    Nikis-Knight Deity

    Joined:
    Dec 22, 2005
    Messages:
    5,636
    Location:
    Orange County, CA
    Well, the WB is seperate from the modding aspect, which I don't know enough about to add traits. Besides that, they will be added in later, so they are mostly in as placeholders--and also because I couldn't see a FfH world w/o them in it. ;)
    But in the next version I think I will make them unplayable so as to avoid confusion.
    One of the pieces of the Godslayer is on an island, to get to it you have to kill the Pirate ghost and take his boat. It's ice-locked so it doesn't give them too much of an advantage.
    Actually I first made this map before we finalized the map for AoI. When touching it up the other day, I went back and tried to make this area a bit more reminiscint of the scenario, as I will do with future ones if they can be made to fit.
    Thanks. I'd be interested to know which AI's lead the score and which are at the bottom after a couple hundred turns.
     
  20. MagisterCultuum

    MagisterCultuum Great Sage

    Joined:
    Feb 14, 2007
    Messages:
    16,203
    Location:
    Kael's head
    Adding traits isn't hard at all, it just requires very minor changes in the Civ4LeaderHeads.xml file. It is very easy to see how traits work if you look at the other leaders, and you could even just copy the traits you want from other leaders.

    Faeryl and Morgoth have a deficit of trais because the hidden trait (which hadn't been implemented anyway. it was waiting for shadow, but Kael decided that its planned effects would be better as the effects of shadow mana, which both civs would start with) was removed. Faeryl was arcane/hidden, and Morgoth Hidden/Industrious. Auric was once magic resistant/philosophical/agnostic, but latter lost the agnostic trait but kept an AI that would never adopt a religion. He is now Charismatic/Philisophical, making him a pretty solid leader choice. I usually give Faeryl arcane/raiders (halfway between her old traits and what Sureshot always asks for, phi/rai), and sometimes add phi to Morgoth (I actually gave him about 6 traits the last time I played as him, but that was on diety so I could use every advantage I could get)

    If you have the latest version of excel, all you need to do it put a 1 in the row next to the traits you want in the leader's column
     

Share This Page