MOD: New Leaders/Traits for RiFE

Wait, the Jotnar civilization entry? 0_o I didn't do anything with the Jotnar in this modmod... I'm afraid I'm not following you. What is it I need to change?

You didn't, no. I'm saying we've found an issue on our end, a typo in the Jotnar unit entries; Blocks certain units from being built. Rather than using UNITCLASS, UNIT was used; For some reason, this can cause seemingly random crashes on load when new material is added.

Just search the file for <UnitClassType>UNIT_ and change it to <UnitClassType>UNITCLASS_. ;)
 
Okay, just updated for the flavorpack. Mind this means it's mandatory now to update to it before you install the mod.
 
Screenshot for Shaima shows "Major leader", is it an old screenshot?

Also I totally disapprove the idea of Ardent making neutral VS evil choice. I'd suggest to make it not to work at all, but because you don't want it this way, then a perfect solution is:
Make it have a half effect on evil and half effect on good. Yep, neutral is about it.
 
Screenshot for Shaima shows "Major leader", is it an old screenshot?

Also I totally disapprove the idea of Ardent making neutral VS evil choice. I'd suggest to make it not to work at all, but because you don't want it this way, then a perfect solution is:
Make it have a half effect on evil and half effect on good. Yep, neutral is about it.


Oh, yeah, that's an older screenshot (I took a few of them before I was entirely done.) In the game itself, he should be emergent. :D

I think I'll keep Ardent the way it is, for now... I've never been a fan of the whole "balance between good and evil" thing for neutrals, myself.

Thanks found 3 entrys in 1.22.2 base hopefull now I can continue my game without a crash every other turn.

I think I should have those corrected in the version I put out yesterday.
 
I've never been a fan of the whole "balance between good and evil" thing for neutrals, myself.
You may not be a fan of it... But that's exactly what neutral is. Balance between good and evil. Another axis is lawful/chaotic, and it's in RiFE as well, so if we stick to DnD alighnment canons, I would like to have neutral not to be "special" because the author is not a fan of the currently used system :).

If you look at many leaders, the neutral is not "good" and good is "more good". The neutral is quite a shaky alighnment, and it may shift to good or evil anytime.

Also from the gameplay perspective it may be a good idea to have this trait to work on both good and evil for neutrals, because you may want to be a neutral and to fight a good neighbour because you are, well, neutral and look for your own goals, and suddenly this trait becomes useless. That's bad for a gameplay too.
 
If you look at many leaders, the neutral is not "good" and good is "more good".

Well, it can be.... but only if you're an Ardent leader. ;) Problem is, the trait's name says that you're operating based off of passionately-held belief in higher principles, whether it's in the Greater Good or doing service to your dark god. The idea of the epic battle between good and evil is what the trait's about, and gameplay-wise, the intention is to incentivize the player starting such a battle. So, I needed to align neutrals with one of the sides for special cases, and that turned out to be good, on grounds similar to that of "would you, a neutral, prefer to have good or evil neighbors?"
 
If you played Baldur's Game 2, you must remember that there was a blade "The Equalizer" and it had quite a fun backstory. Basically its bonus worked only vs. those who are not neutral, and the bigger was the difference, the more was the bonus. So there may be a "Greater Neutral" too :).

And if you don't want to work with this gameplay mechanic and lore concept, why not to make it obsolete at neutral alighnment? If it's all about Greater Good or Greater Evil, the shift should be punished. I don't see an evil leader to change his beliefs a bit and suddenly get a bonus vs evil while a good leader changed in the same way has his powers vs evil intact.
 
It would be cool if there was a Sheaim/Elohim leader with +50% production for rituals and emergent. I really want to see a game where Elegy of the Sheaim/ Hallowing of the Elohim really matters.
 
It would be cool if there was a Sheaim/Elohim leader with +50% production for rituals and emergent. I really want to see a game where Elegy of the Sheaim/ Hallowing of the Elohim really matters.

Actually, that is kind of a neat idea. It'll be in the next batch once my new computer arrives and I can start working on this again. :D
 
Just updated for the Trade patch. Also, added 4 new leaders and 3 new traits-- see original post for details.

Any preferences as to the next civilization I should work on leaders for?
 
Just like to say you've done an amazing job on these new leaders - every new leader and trait either enhances or allows a completely different playstyle to the civ which I think is pretty awesome :)

A few ideas I have:
An evil luchuip leader, with the idea of controlling and infusing demonic spirits into golems?
A new kuriotate leader that isn't human or centaur, someone who represents one of the other races in the culturally diverse civ?
A sidar leader that is a shade, who develops new traits as progression through the tech tree occurs, causing a loss in old traits and a gain in new ones as the shade leader loses interest in worldly affairs and instead goes into deeper study?
 
Just like to say you've done an amazing job on these new leaders - every new leader and trait either enhances or allows a completely different playstyle to the civ which I think is pretty awesome :)

Thanks! I'm glad the mod's being enjoyed. :D

An evil luchuip leader, with the idea of controlling and infusing demonic spirits into golems?

Not a bad idea-- I've been wanting to do something with buying promotions for golems, and that may be a good way of flavoring it. Especially since Armageddon tends to be good for the Luchuirp as-is, what with their immune Golems... an evil leader could be good times.

A new kuriotate leader that isn't human or centaur, someone who represents one of the other races in the culturally diverse civ?

It's funny you should bring this up. :lol: I've been planning a Musteval leader... I'm thinking of going with the "plaguetech" angle. Oh, how I enjoy the Skaven.

A sidar leader that is a shade, who develops new traits as progression through the tech tree occurs, causing a loss in old traits and a gain in new ones as the shade leader loses interest in worldly affairs and instead goes into deeper study?

This I may hold off on until later, although I'll keep the idea in mind.
 
Thanks! I'm glad the mod's being enjoyed. :D



Not a bad idea-- I've been wanting to do something with buying promotions for golems, and that may be a good way of flavoring it. Especially since Armageddon tends to be good for the Luchuirp as-is, what with their immune Golems... an evil leader could be good times.



It's funny you should bring this up. :lol: I've been planning a Musteval leader... I'm thinking of going with the "plaguetech" angle. Oh, how I enjoy the Skaven.



This I may hold off on until later, although I'll keep the idea in mind.

We're planning multiple Kuriotate leaders (Just fits the civ), but nothing along Skaven lines.
 
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