[MOD]: New Traits and Leaders for RiFE

Hmm... one tricky part about that is that you have to sacrifice high-level units to the Altar for it to have any effect (IIRC), and the Luchuirp are somewhat short of leveled units in general. Oh! Although I could give him an AV-only Mark. It wouldn't force AV by any means (just would be another option), but it would mean there's some reason to go for AV shenanigans over Kilmorph chicanery.

Could you not create a unique building linked to his trait and AV religion, that allows a spell which basically kills the living unit and gains x amount of gold? This could just be a flat rate as opposed to being linked to unit level. I'm not too good at making spells and such so I don't know if this is possible or not.
An AV-only mark would be pretty cool as well though ;)
 
Could you not create a unique building linked to his trait and AV religion, that allows a spell which basically kills the living unit and gains x amount of gold? This could just be a flat rate as opposed to being linked to unit level. I'm not too good at making spells and such so I don't know if this is possible or not.
An AV-only mark would be pretty cool as well though ;)

I could, but at that point it'd basically just be a micro-intensive version of trading hammers for gold (since you have to build the unit), which is more easily done through simply building wealth in the city directly. :P This is less true for the regular altars, since their benefits are linked to experience.
 
I could, but at that point it'd basically just be a micro-intensive version of trading hammers for gold (since you have to build the unit), which is more easily done through simply building wealth in the city directly. :P This is less true for the regular altars, since their benefits are linked to experience.

Oops, completely overlooked the hammer/gold conversion thing :p. Agreed, it's a micro intensive alternative to a mechanic that's already in game.
Silly idea :crazyeye:
 
In CvEventManager.py
line 1822
somehow you changed newUnit11 to newUnit1o1 and the promotions wont be placed on the unit. no big deal, i know but i think it was just by mistake...

Well that's weird. Thanks for catching that-- I'm gonna say that's the result of a failed hotkey usage. :lol: Anyway, good timing, because the next version of the mod's coming out tonight, probably about 8-ish-- it'll be incorporated in that version.
 
Okay! Updated with seven or so new leader/trait combinations, and renovations to several more. Enjoy!
 
You should make a wiki section for this mod. ;)

One thing: I'm honestly not fond at all of adding a new D'tesh leader. Mostly because the D'tesh are mindless undead, with the exceptions of D'tesh himself and the Dullahan, which are represented leader-wise by Thanatos.

They will be getting a few changes; Both leaders will focus on the one combat (like they do now, arcane and recon) but will have negatives for using the other leader's preference. There will also be a 'neutral' combat, Archers, used for defense.

They WILL be getting one more leader (just for Major/Minor/Emergent completion), but it's rather specific in the lore we developed.

Some quick stabs at the lore: He is the first mage who sided with D'tesh, and one of his former friends, before he found the Gem; As a result, he has a degree more self-control than the other Liches, enough so that he can be left in charge when both D'tesh and Thanatos are away.

Gameplay wise, he'd be less focused on any one unitcombat... D'tesh is heavy in Arcane, Thanatos is heavy in Recon, Vanedis would be mid for both; Some of the maluses on each, but some of the strengths as well. If we make a unit representing him, I'd say it just be the first mage you get; New promotion renaming the unit, making it a bit stronger.

Artwise, this is him. http://udoncrew.deviantart.com/art/Acererak-75386090

Edit: Mentioned in the quote, but not clearly: Name is Vanedis.
 
One thing: I'm honestly not fond at all of adding a new D'tesh leader. Mostly because the D'tesh are mindless undead, with the exceptions of D'tesh himself and the Dullahan, which are represented leader-wise by Thanatos.


:lol: I'll admit, I never really think about lore when making these guys. I pretty much just tailor the leaderhead portrait and descriptions to flavor the trait, and for the traits I just use whatever I think would be a neat thing for the civ in question to be able to do. My theory being that the lore will work itself out somehow. :mischief:

You should make a wiki section for this mod.

Yeah, it's getting up there in size, isn't it?:lol: Although I've been explaining the more complex traits in the 'pedia if not in the tooltip display, so at least the new abilities aren't entirely opaque and bizarre.

EDIT: Oh, and the arcane/recon split you propose sounds pretty cool. More differentiation is always a good thing. :D
 
Ehhm, all new leaders show up as pink squares for me? Everything else seems to be ok. I have trade patch. Can it be conflict with imperial road addon? Seems unlikely.
 
:lol: I'll admit, I never really think about lore when making these guys. I pretty much just tailor the leaderhead portrait and descriptions to flavor the trait, and for the traits I just use whatever I think would be a neat thing for the civ in question to be able to do. My theory being that the lore will work itself out somehow. :mischief:

With most civs that approach works. It breaks down for some of them though. :lol: D'tesh, Illians (not getting another leader, just the two they have), summonable civs, Amurites (Something special there, you'll see. :p).

Yeah, it's getting up there in size, isn't it?:lol: Although I've been explaining the more complex traits in the 'pedia if not in the tooltip display, so at least the new abilities aren't entirely opaque and bizarre.

Yep. ;)

All of the templates have a modmod and modmod name tag, so just fill those out while using the template and everything else is done for you. Made sure it was simple. :goodjob:
 
Ehhm, all new leaders show up as pink squares for me? Everything else seems to be ok. I have trade patch. Can it be conflict with imperial road addon? Seems unlikely.

Artdefines for the newest leaders were pointing to the wrong file, the leader portraits were in the assets/art/MinorLeaders folder instead of the assets/art/civs/MinorLeaders folder. You could either move all the new leader's pics into that folder or just change the ML_CIV4ArtDefines_Leaderhead.xml file to change to file the new leaders are actually in...like I've done here. Just replace the old file with this one for a quickfix until 25hour gets round to it :)
 
Ehhm, all new leaders show up as pink squares for me? Everything else seems to be ok. I have trade patch. Can it be conflict with imperial road addon? Seems unlikely.

"Mana Flares (Imperial Roads) add-on" and "New Traits and Leaders for RiFE" are not compatible (because of a few python files) but I have a working merged version on my PC. If you like to test it I could upload it tomorrow when I'm back home...
 
Ok, thank you isthmus for that fix (Duke Johann and Sorah and Ecks is still pink squares ;) )

Now next issue: I gave myself a few rangers with some useful promotions and started exploring the new world. And after a few turns the buttons for "Cure disease", "Heal" and "Dispell magic" was gone!? The promotions was still there "Heal 2", "Heal 3" and "Metamagic 2" but buttons to use them was gone. I didn't notice untill i explored a lair and got plagued.

Edit: Aha, didn't think of the python files. :crazyeye: Sadly i will not be home this weekend, so i cant test :(
 
Ok, thank you isthmus for that fix (Duke Johann and Sorah and Ecks is still pink squares ;) )

Now next issue: I gave myself a few rangers with some useful promotions and started exploring the new world. And after a few turns the buttons for "Cure disease", "Heal" and "Dispell magic" was gone!? The promotions was still there "Heal 2", "Heal 3" and "Metamagic 2" but buttons to use them was gone. I didn't notice untill i explored a lair and got plagued.

That's odd. Duke Johann, Sorah and Ecks and Rymath are linked to the civs/illians folder, but thats working fine for me. Most likely because i have an older version of new leaders and those files havn't been removed since then. Will quickly rectify this :)

For the second issue, is the amurite worldspell active? it's the most obvious reason there because it blocks all spells from being cast and hides the buttons.

ok, try this one:
 

Attachments

Hehe, now Duke Johann, Sorah and Ecks is working but Rymath is pink. In last version Rymath worked fine :)

About the issue... Stupid me. I forgott the Amurite worldspell.
 
Damn, that's.... quite a bit. :lol: Sorry 'bout that. This, I think, shows why I shouldn't release these things late at night. :P Expect a patch up in the next couple of hours.

And thanks for everyone's help! It's much appreciated.
 
Hehe, now Duke Johann, Sorah and Ecks is working but Rymath is pink. In last version Rymath worked fine :)

That would be because I'm silly and didn't upload the version I had on the computer :)
25Hour's doing a patch in a bit so I'll let him do that rather than uploading a new file, he probably knows where everything's supposed to be put and linked to, whereas I'm just (trying) to point to wherever the file happens to be at the mo.

PS cheers for the new leaders again 25Hour :) I look forward to giving them a go, especially the archos and the arcane acadamy one
edit: and the botanist. and the new paragons. and the robot crusader.
 
With most civs that approach works. It breaks down for some of them though. :lol: D'tesh, Illians (not getting another leader, just the two they have), summonable civs, Amurites (Something special there, you'll see. :p).

I dunno... I suspect the lore's a bit more flexible than you make it out to be. ;) Surely there are many reasons why a subordinate may be in charge of a civ, rather than its "major" ruler. We've definitely got precedent for subordinates being Emergent Leaders, as with the Bannor's Angaad (who I just take to be a military official, not the actual ruler of the Bannor), or the Hippus Captains. For the D'Tesh, I was thinking along the lines of a conjured entity sent to look over wordly affairs whilst D'Tesh himself wiled away the hours doing unspeakable things in his horrific necromantic laboratories.

Now I definitely wouldn't make any of my leaders Major-- there are good reasons why the head honcho is the head honcho for a given civ, and I don't want to run rough-shod over all the lore which you guys have spent a long time building up. And I'm all ears if you have ideas for how I might flavor Emergent leaders for the civs you cited without running into conflicts. :D Lore-ing has never been a particular talent of mine, so I'd appreciate any help you could offer in reconciling my mod with the actual game.

All of the templates have a modmod and modmod name tag, so just fill those out while using the template and everything else is done for you. Made sure it was simple. :goodjob:

I'll see what I can do. ;)
 
I dunno... I suspect the lore's a bit more flexible than you make it out to be. ;) Surely there are many reasons why a subordinate may be in charge of a civ, rather than its "major" ruler. We've definitely got precedent for subordinates being Emergent Leaders, as with the Bannor's Angaad (who I just take to be a military official, not the actual ruler of the Bannor), or the Hippus Captains. For the D'Tesh, I was thinking along the lines of a conjured entity sent to look over wordly affairs whilst D'Tesh himself wiled away the hours doing unspeakable things in his horrific necromantic laboratories.

Well, there are only a few civs which there are problems with. I'll summarize my reasoning for them. ;)

  1. Illians
    • Entirely based on mechanics, here. Main draw for playing Auric is the rituals leading to Auric Ascended. Main draw for Raitlor is the ability to have any religion. Makes it difficult to make a new leader which doesn't step on either of those.
  2. D'tesh
    • This one is lore based. D'tesh controls all of his minions, they have little to no free will. Mages have the most, and even they are 'supervised' constantly. The leader I posted will be the exception (still watched over, but he has a longer reach and is left to act as he wishes so long as he doesn't screw up). D'tesh likely wouldn't risk putting a summon in charge. Now, a different kind of minion of Laroth's would be possible, but there isn't one that really comes to mind that would fit.
  3. Summon Civs
    • Python for that just causes too many issues. Don't want to deal with it again, honestly.
  4. Amurites
    • Depends on the leader... We have a mechanic in mind for the civ. If you want to add any, just pm me and I'll explain it. Quite simple, but interesting. ;)

Now I definitely wouldn't make any of my leaders Major-- there are good reasons why the head honcho is the head honcho for a given civ, and I don't want to run rough-shod over all the lore which you guys have spent a long time building up. And I'm all ears if you have ideas for how I might flavor Emergent leaders for the civs you cited without running into conflicts. :D Lore-ing has never been a particular talent of mine, so I'd appreciate any help you could offer in reconciling my mod with the actual game.

I'll see what I can do. ;)

We'll actually be adding a few Major leaders, but not too many. And some of the current majors (like Natane) will become Minor. ;)
 
Back
Top Bottom