[MODMOD] Legacy of Erebus: Nuova Alba

@Nonobots&Everyone: I forgot to mention that... Wild Mana is NOT working yet. So don't use the wild mana options! I'm sorry they're still here... I forgot to remove them from the DLL. I have some issues with Wild Mana (workers gaining promotions!) so I get rid of it. I will merge it soon, though. Maybe in a patch for .2. I think this is what is causing your troubles, Nonobots. Sorry for that!

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@dan83m: just open Orbis/Assets/Python/CvEventManager and search for bHumanOK and change True to False. You have to do it two times :)

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Edit: The Acknowledgement has no effect on the Mercs or Infernals yet :)

When you tried Wild Mana, did you hear the "resource discovered" sound on start?

OK, so, tested at home, End of Winter works. Wild Mana too but this is because I have the files...

Edit2: Did you use the Mana Guardians option? If so, the game certainly tried to add one of the three units added by Wild Mana... units I didn't add!
 
Version .2beta2 is up!! :D

I added a working Wild Mana with a bit of mana tweaks. I greatly advise you to play with all Wild Mana options on... At least for not being able to choose your mana based on their yields, some being very powerful. However, the AI might have issues coping with the guardians.

The next step for Wild Mana is to regulate mana spawning considering terrain. So that Ice won't spawn in any terrain but snow or tundra, for example.

The bug you had, Nonobots, was due to the game trying to add a unit I didn't add, subsequently stopping reading the EventManager file which generates End of Winter, so it's fixed now ;)
 
File re-uploaded at 1:43 pm, I forgot some changes and especially to change the version you see when hovering things in game. So if you don't see LeadersEnhanced .2beta2 for Orbis 0.23d, then you haven't got the good version ;)
 
Some other tweaks (I really like that word!) added in for .3: the Ngomele, some resources changes, and things for the Leaders Relations. Check the "Next Changelog" section of the... huh, 8th post of the first page?

BTW, I'm open to suggestions for a gnoll minor leader. I want to add one but I'm uncertain about the picture...
 
I dont know if this fits FFH lore... but in many fantasy works, vampires and werewolves dislike each other. The vampires (calabim) use human blood to enhance themselves to give them power, while the werewolves (doviello) use animals as their way to become strong. I think their leaders could have a small negative like -1 You are a pompous ass. -1 You sleep with animals.
 
Well, Doviello aren't all werewolves and Calabim aren't "blood" vampires. I think they rip the soul of their victims. So, it doesn't really fit ;)
 
A picture is worth a thousand words :

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roflcoptor! Not really, but still! :lol:
 
Oops :lol:

I guess I'll have to check what unit is built before giving the promotion, then :lol:
 
It occurred to me last evening that this mod might be a good way of including the Kahdi from FF into Orbis. IIRC, the Kahdi were meant to have been an Amurites faction, so rather than making them a separate Civ, the same trick as was pulled with the Mazatl / Cualli can be used.

If their leader has a trait called Destiny (+25% production of religious building, Temples and Place give +1GPP (Prophet) per turn), any Kahdi buildings could be reliant on that trait, and any building which are deemed unnecessary could be precluded from that trait.
 
Interesting idea. I would have to play some Kahdi games first, though... I only remember that I hate Kahd's picture. So, if I ever do that, I will change it :p
 
Hello, I think something should be done with "Foolish" trait (-25% science), it's too much of a handicap. something like renaming it to "Excentric" and make it +50% civic upkeep but +10% science an culture or -25% gold income but +10% science and culture. Or just reduce the penalty to -5% science
"Greedy" trait is quite overpowered, what about 2gold/city or a penalty to health or happiness? Like -2 to health (lesser inversion in public services out of greediness) or -1 to health and happiness?

What about hated traits? Spiritual leaders would hate Scientific Leaders, Aggressive would hate Peaceful, Barbarian would hate philosophical, Imperialist would hate Expansive, Organized would hate Opportunistic, etc...

Some minor leaders have two traits aside from minor and some have only one trait, this puts some minor leaders at clear advantage over major leaders. What about giving all major leaders three traits and giving minor leaders two traits plus minor? Since there are more, it wouldn't be so repetitive. Otherwise, two traits for major leaders and one trait plus minor trait for minor leaders.
 
Isotope said:
What about hated traits?

I would stick to things you can change during the course of the game to influence your relation with other leaders. And unless you're adaptive or minor, you can't really do much with traits.

Edit: I originally wondered about the effect of the bigger number of diplomatic tags, but after some thought, I think I like a lot that you're given many more options to affect your relations with other leaders.

Looking forward to trying this mod !

Cheers !
 
Why would Spiritual leader hate scientific? I can't see Varn Gossam hating a scientist just because he is a scientist.

Why would Organized leaders hate opportunistic ones? They would think that each others are eccentric, but that would be it.

Why would aggresive leaders hate peaceful ones? Would anyone really hate Einion Logos except for some random guys with horns on their head?

Imperialist and Expansive. I think Expansive means that the guy likes to expand. That is similiar to Imperialist as well. Except in method of how to do so. Why would they hate each other just because of that?

Barbarians would hate everyone dude :p
 
Isotope said:
What about hated traits? Spiritual leaders would hate Scientific Leaders, Aggressive would hate Peaceful, Barbarian would hate philosophical, Imperialist would hate Expansive, Organized would hate Opportunistic, etc...
Colbert30 said:
I would stick to things you can change during the course of the game to influence your relation with other leaders. And unless you're adaptive or minor, you can't really do much with traits.
What Colbert30 said. Even though it's an interesting idea, we can use the Leaders Relations system to create this kind of static malus/bonus.

Isotope said:
Hello, I think something should be done with "Foolish" trait (-25% science), it's too much of a handicap. something like renaming it to "Excentric" and make it +50% civic upkeep but +10% science an culture or -25% gold income but +10% science and culture. Or just reduce the penalty to -5% science
Yes, maybe -25%:gold: and +25%:culture:... why not give, sometimes, an Eccentric promotion (unitclass dependant) that would give the unit some features its unitclass usually doesn't have? Like withdrawal for a Melee unit or terrain defense for mounted? A malus for balance, of course...

Isotope said:
Some minor leaders have two traits aside from minor and some have only one trait, this puts some minor leaders at clear advantage over major leaders. What about giving all major leaders three traits and giving minor leaders two traits plus minor? Since there are more, it wouldn't be so repetitive. Otherwise, two traits for major leaders and one trait plus minor trait for minor leaders.
I only recall a few minors with two traits excluding minor... Some traits are considered "weak", meaning that can come by two. Those are Magic Resistant, Ingenuity, Slaver, Centaur... and one other that is eluding me right now. But I think I let two traits to some minor leaders (without doubt the ones I prefer :lol:).

Colbert30 said:
Edit: I originally wondered about the effect of the bigger number of diplomatic tags, but after some thought, I think I like a lot that you're given many more options to affect your relations with other leaders.

Looking forward to trying this mod !
First, I'm glad to see it pleases you :)

Secondly, I saw your original comment. I also think I may want to add too much things (I may drop HatedReligion as it has few uses) but if I add them and that I feel (or you people) that they aren't that useful, I'll eventually cut them out :)

Seon said:
Barbarians would hate everyone dude
Well, Jonas doesn't hate everyone :p
 
Well, he still won't hesitate from raping/pillaging/killing/whatever :p (I think)
 
I only recall a few minors with two traits excluding minor... Some traits are considered "weak", meaning that can come by two. Those are Magic Resistant, Ingenuity, Slaver, Centaur... and one other that is eluding me right now. But I think I let two traits to some minor leaders (without doubt the ones I prefer ).
Kya Tiri and Rivanna have Arcane/Summoner; Braeden has Aggressive/Organized; Raitlor and Ilithiridan have only has one "weak" trait aside from Agnostic; Laggs Nyr has two "weak" traits; Verlain is Creative/Arcane. I skipped some of the leaders that I consider are fine.
I think this should be somehow normalized, some minor leaders are clearlly inferior, who would play as Raitlor or Ilithiridan if it's not for fun of selecting them because of the picture? On the other hand Kya, Rivanna and Braeden are clearly superior to all other leaders avaiable for their civilizations, they can have up to 4 traits.
 
Playing with the centaur, I think it's my first game ever with the Kuriotate :D

Quick question: in the doc (civpedia -> FFH concepts -> settlements) it says that the settlements can't construct anything, though it seems I can create lots of stuff no problem with them.

So what's the rule about settlements, and at what level did it change from FFH? Is it an Orbis thing, FF, Leaders enhanced, Flavourmod?

Thanks!
 
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