[MODMOD] Legacy of Erebus: Nuova Alba

Ha! Not at all actually. Mana is rare enough that it doesn't make much of an impact. It was these changes that put me off:

# Wheat, Corn and Rice are now able to be found on riverside;
# Keep on a river tile will provide +1 food;
# Castle will now give +1 hammer, +2 commerce and riverside Castle will provide +1 food, +1 commerce and Imperial Road will increase the yields by +1 hammer, +1 commerce;
# Engineering will give Fort, Keep and Castle +1 hammer;
# Machinery will give Fishing Village, Smugglers Cove and Pirate Port +1 hammer

I honestly see no reason why you are adding these boosts. True, I can see why Imperial road would improve commerce for castles but why the other bonuses?
Hmm, maybe I got caught in the move while doing that. For grains on riverside, I just thought it was nice to have a chance to have a plot getting both the resource bonus and the irrigated bonus. And I didn't see why they were disallowed on riverside.

For Castle, I just thought of it like a sort of mini-city. A castle with peasants and an army inside, thus able to gain food and all. But as I've played some games since with them, I agree that may be a bit much :(

For others, well, I thought some changes were needed but I honestly never thought of balance. I always forgot balance... :rolleyes:

You get a :goodjob: for limiting horses and dye though. :)
Thanks :lol: I also limited many other resources for .35 (or was it BetterWorld.3, I don't remember), mostly happiness resources as I was tired of seeing how many happiness resources I had right off the start.

Not charismatic? I'll have you know that she incarnates the very ideal of beauty amongst Sidar shades. Plain, gray and looking like she just ate a bad batch of curry vindaloo. :p Just kidding of course, but you have to agree that Homeland is a pretty minor trait.
She has Scientific, which is a pretty good trait... Huh, no wait. I forgot to add it. Damn :eek: :lol: She'll have it in the next version, sorry for that :blush:
 
For others, well, I thought some changes were needed but I honestly never thought of balance. I always forgot balance... :rolleyes:

Well you did ask for ideas for unique leader traits. This kind of stuff is a neat bonus for ascendant leaders. "Vassalage" adds a UU (Sheriff?) and gives the bonus yields you suggested for keeps and castles. "Islander" adds an oceanic UU (Squid? With Invisible promotion?) as well as the +1 hammer for fishing village and the ability to "build" Kelp.
 
@Wauthan: Good ideas :)

@Diarna: I fixed the bug. It was a typo in the source code... It will be added in .35... I will hopefully release it quickly as it is a quite critical fix. Thanks for reporting it :goodjob:
 
# Wheat, Corn and Rice are now able to be found on riverside;
# Keep on a river tile will provide +1 food;
# Castle will now give +1 hammer, +2 commerce and riverside Castle will provide +1 food, +1 commerce and Imperial Road will increase the yields by +1 hammer, +1 commerce;
# Engineering will give Fort, Keep and Castle +1 hammer;
# Machinery will give Fishing Village, Smugglers Cove and Pirate Port +1 hammer

I really like all of these changes... :( maybe take off the food or give -1 food as the castle/keep/fort would consume more than what they produce... but keep the commerce and hammers. :p

also with all the changes with splitting the addons... maybe this mod should just be called orbis enhanced :D - BTW what did you think about this idea?
 
Hmmm... Hard thinking again!

also with all the changes with splitting the addons... maybe this mod should just be called orbis enhanced :D
I don't want to sound like Orbis isn't good enough without my mod :lol:

BTW what did you think about this idea?
Good idea and easy to implement. However, I think I would do it as xienwolf said, with a promotion and a spell to allow the :gp: to be placed in a new city. No possibility to settle it than get it out to create a Shrine. Getting a :gp: involve the irreversible choice of: do I keep it for latter? do I use it now? I think moving it between cities is okay but not getting it out when needing one for a golden age or similar.
 
OK, diplotexts for the two leaders I wrote stories for. I've only used the most common set right now, taking my cue from the text thread in the main Orbis mod. First, Saralet of the Malakim:

AI_DIPLOCOMMENT_DECLARE_WAR
#Your encroachments and insults end here. From this day forward, we are enemies.
AI_DIPLOCOMMENT_NO_VASSAL
#We are a great people. We do not need to bend our knees to you.
AI_DIPLOCOMMENT_OFFER_VASSAL
#Let us rest in your shade and drink from your wells – the firstfruits of our flocks and fields will be yours, if you will only protect us.
AI_DIPLOCOMMENT_FIRST_CONTACT
#May the light of life shine upon you. The Malakim greet you and offer you peace, if you seek it.
AI_DIPLOCOMMENT_REFUSE_TO_TALK
# I have nothing to say to you. Prey upon your own people, for a change.
AI_DIPLOCOMMENT_PEACE
# Yes, that is best. May both our peoples prosper!
AI_DIPLOCOMMENT_NO_PEACE
# So be it. You will find us more than a match for your depredations.
AI_DIPLOCOMMENT_GREETINGS (Friendly)
#Welcome, friend of the Malakim. Share our bounties, both of field and of spirit!
AI_DIPLOCOMMENT_GREETINGS (Pleased)
#I greet you. My people grow strong in body and spirit – how do yours fare?
AI_DIPLOCOMMENT_GREETINGS (Cautious)
# I greet you. My people grow strong in body and spirit – how do yours fare?
AI_DIPLOCOMMENT_GREETINGS (Annoyed)
# I greet you. My people grow strong in body and spirit – how do yours fare?
AI_DIPLOCOMMENT_GREETINGS (Furious)
#You. What do you want with us? You will find no easy plunder here.
AI_DIPLOCOMMENT_ACCEPT (Friendly)
#Yes. Your wisdom does credit to both you and your people.
AI_DIPLOCOMMENT_ACCEPT (Furious)
#You have forced us to submit to your will. No doubt that pleases one so vile as you.
AI_DIPLOCOMMENT_REJECT (Friendly)
#That will not benefit my people now. Perhaps another time.
AI_DIPLOCOMMENT_REJECT (Furious)
#Do you take us for fools, [leadername]? Begone, and take your offer with you.
AI_DIPLOCOMMENT_GLAD (Friendly)
#You are welcome to our bounty. Take it with our goodwill.
AI_DIPLOCOMMENT_GLAD (Pleased-Annoyed)
#Our reputation for hospitality is not an empty one, as you see. Enjoy our gifts.
AI_DIPLOCOMMENT_GLAD (Furious)
#Take it, and go.
AI_DIPLOCOMMENT_SORRY (Friendly)
#Think of the honor of the Malakim, my friend. Think of the reputation of your people. Should you not return favor with favor?
AI_DIPLOCOMMENT_SORRY (Pleased-Annoyed)
#We have labored diligently for that – we cannot give it up so easily.
AI_DIPLOCOMMENT_SORRY (Furious)
#Is that all? I’m surprised that you do not demand half of our women for your harem and half of our children as your slaves, and me to serve as your washing woman. Now go!
AI_DIPLOCOMMENT_TRY_THIS_DEAL
#This could make both our peoples prosper.
AI_DIPLOCOMMENT_OFFER_PEACE
#Both our peoples are wounded in body and soul. They need healing, not more violence. Should we not have peace?
AI_DIPLOCOMMENT_JOIN_WAR
#Come, [Leadername] – the [civilization] are a sickness spreading across the face of Erebus, as you well know. Join us in cleansing them, and in leaving the land whole again.
AI_DIPLOCOMMENT_JOIN_WAR_DENIED
#You surprise me. Do not mistake this situation, [leadername]. The Malakim will prevail.

When killed:
A good and peace-loving people have been utterly undone. We would have left the world a better place, if we had been able. Instead, it is darker and more barren, for even the sun covers its face at our passing. Mourn for us, and pray that you may escape our fate.


Next, Sirvagha of the Doviello.
AI_DIPLOCOMMENT_DECLARE_WAR
#At last, we can cast aside this charade of civility. We will devour you and your people like the frightened cattle you are. Our hunt begins!
AI_DIPLOCOMMENT_NO_VASSAL
#Lead us? The Doviello serve no fat city-dwelling masters. Begone, before we set the wolfpacks on you.
AI_DIPLOCOMMENT_OFFER_VASSAL
#You and your people are strong – stronger than we. Shield us with your strength, and we will be weapons in your hand and wolves to bring down your prey!
AI_DIPLOCOMMENT_FIRST_CONTACT
#Ah, the civilized people of Erebus. So soft and exposed – so defenseless. … You look uncomfortable. Did I say something wrong?
AI_DIPLOCOMMENT_REFUSE_TO_TALK
#Feel free to keep sending me diplomatic envoys. My wolves are always hungry for more.
AI_DIPLOCOMMENT_PEACE
#The peace will last until our prey grows scarce.
AI_DIPLOCOMMENT_NO_PEACE
#You speak proudly now, but soon you will wail like a frightened little calf, begging for mercy when we have you halfway down our throats!
AI_DIPLOCOMMENT_GREETINGS (Friendly)
#Welcome! Don’t worry, the wolves won’t bite if you don’t get too close. What do you need from the masters of Erebus?
AI_DIPLOCOMMENT_GREETINGS (Pleased)
#My men and my wolves grow stronger every day. I’m sure you’re glad to hear that.
AI_DIPLOCOMMENT_GREETINGS (Cautious)
#My men and my wolves grow stronger every day. I’m sure you’re glad to hear that.
AI_DIPLOCOMMENT_GREETINGS (Annoyed)
#My men and my wolves grow stronger every day. I’m sure you’re glad to hear that.
AI_DIPLOCOMMENT_GREETINGS (Furious)
#Be quick – unless you were planning on staying as dinner.
AI_DIPLOCOMMENT_ACCEPT (Friendly)
#Yes, this will make us stronger. What else is there in life?
AI_DIPLOCOMMENT_ACCEPT (Furious)
#Gloat while you can. But one day you will turn your back on us, and then--!
AI_DIPLOCOMMENT_REJECT (Friendly)
#Perhaps that would be a good idea if we were flabby townsfolk like you. But we’re not.
AI_DIPLOCOMMENT_REJECT (Furious)
#I’ve got a better idea. How about I throw you to the wolves, and watch them devour you?
AI_DIPLOCOMMENT_GLAD (Friendly)
#Go ahead, take it. It’ll put hair on your chest!
AI_DIPLOCOMMENT_GLAD (Pleased-Annoyed)
#Fine, fine. Now go away before we get hungry.
AI_DIPLOCOMMENT_GLAD (Furious)
#One day, when I’m standing over your broken body, I’ll remind you that you demanded this.
AI_DIPLOCOMMENT_SORRY (Friendly)
#Get it yourself. It will make you stronger – and you could certainly stand to be stronger.
AI_DIPLOCOMMENT_SORRY (Pleased-Annoyed)
#No. With the wolves, you have to fight for what you get.
AI_DIPLOCOMMENT_SORRY (Furious)
#If you want it, you’re going to have to come and take it. I’d love to see you try.
AI_DIPLOCOMMENT_TRY_THIS_DEAL
#Here, city-dweller. This should interest you.
#Got an offer for you – it’ll keep the wolves from your door for a while.
AI_DIPLOCOMMENT_OFFER_PEACE
#We need to lick our wounds. You are the stronger. This time.
AI_DIPLOCOMMENT_JOIN_WAR
#The [civilization] are weakened, and will make easy prey! Join us in glutting yourself on their cities and lands!
AI_DIPLOCOMMENT_JOIN_WAR_DENIED
#Hah! I didn’t realize you were such a weakling. We’ll remember that.

When killed:
We were strong enough for the wilderness, but not for your filthy cities. When your civilizations crumble, and you return to the wild, you’ll find us waiting. Waiting and hungry.

Feedback, as always, welcome!

Edit: So, when I went back to the other thread, I realized that I had missed some of the stuff there. I'll be updating this in a bit with more lines for these two leaders.

Edit again: OK, added a few things and corrected the PEACE line. I'm nixing the DIPLOCOMMENT_TRADING line, since as far as I can tell from the DiploTexts post, it's used for all civs. Unless there are mistakes, I'll call Saralet and Sirvagha finished and move on to some new leaders. Up next: Angaad.
You missed those entries:

AI_DIPLOCOMMENT_NO_DEAL (Friendly/Furious)

AI_DIPLOCOMMENT_THANKS

AI_DIPLOCOMMENT_DEMAND_TRIBUTE (Stronger/Equal/Weaker)

AI_DIPLOCOMMENT_DEMAND_REJECTED (Stronger/Equal/Weaker)

----

Your diplotexts will be added in .35 :goodjob:
 
I've begun a major overhaul of how happiness is distributed. Some resources (see 9th post) won't give you any happiness if you just build an improvement on top of them, you will also need to have a building in each city you want to have the happiness bonus in. For example, if you manage to link a Sugar resource, you will get good yields from the plot but no happiness from the resource itself until you build a Brewery. I skipped many resources for now because they would require a new building to be created or because I don't know yet to which tie them. Eventually, this overhaul will make the cities even more independant individually and the resources more valuable (since rarer and tied to more buildings).

It'll certainly make the game a bit more difficult but certainly more interesting too :)

Edit: Also tried to balance more my changes to yields. Forts and Keep now unchanged from Orbis; Castles will just gain 1 commerce from river and 1 hammer and 1 commerce from imperial road. No more engineering bonus. Fishing village and all will still gain 1 hammer with Machinery.
 
Hmm, maybe I got caught in the move while doing that. For grains on riverside, I just thought it was nice to have a chance to have a plot getting both the resource bonus and the irrigated bonus. And I didn't see why they were disallowed on riverside.
I think it is a good change - more diversity on resources placement, and I think in RL rice quite likes river sides.
For Castle, I just thought of it like a sort of mini-city. A castle with peasants and an army inside, thus able to gain food and all. But as I've played some games since with them, I agree that may be a bit much :(
There is flavour, and there is mechanics and balance. You can say thet town produces something, so should get hammers. And people live there, so to take trhem into accout, tthey should increase city population (=give more food). But what is the point of different improvements then?
I thing castles get some fields around, and villages too. But the civ4 improvement represents dedicating whole area to a certain economy - be it farming, defense or trade settlemets
For others, well, I thought some changes were needed but I honestly never thought of balance. I always forgot balance... :rolleyes:
Yeah, I agree ;) And next birthday I am going to buy you an Ockham's razor. :p
I am fine with additions, but not all will get into Orbis - modmod is a good place for some changes.

Regarding horses and dye - Erebus is not earth, so I see no reason to place strategic resource needed for almost whole combat line on one continent. That is not fair. But some reduction in happines resources could be good.
I don't want to sound like Orbis isn't good enough without my mod :lol:
I think if you mod Orbis, you appreciate it. So, if you decide to use that name, I am fine. Anyway, I think you are slowly overgrowing LE name, so might think of a new one.
I've begun a major overhaul of how happiness is distributed. Some resources (see 9th post) won't give you any happiness if you just build an improvement on top of them, you will also need to have a building in each city you want to have the happiness bonus in.
Nice idea, but be carefull in what you change. Adding new buildings just for happines from resources does not seem to be a good way of doing it. Also, be prepared for meny questions - why it does not give happines, it always did in every mod...
Castles will just gain 1 commerce from river and 1 hammer and 1 commerce from imperial road. No more engineering bonus. Fishing village and all will still gain 1 hammer with Machinery.
Do not see a reason why castles get commerce from river - river already increases commerce, and if castle does, why not town? Also, there is plenty of commerce already. Imperial road bonus is nice, but might be too high.
In general, I want castles to be defensive points, not another name for town.
No idea why machinery enhances fishin boats, too.

Just some thoughts, ignore my ramblings if you do not like it ;)
 
Another idea for a leader trait. "Pirate Lord" - Allows your ships to capture enemy ships (25%), as well as summoning a "Raiders" UU (Str 3, move 1, Hidden nationality) that lasts for 3 turns. It would be neat if you would also get more gold from blockades (+100%) but I don't know if that's possible.

This trait would allow you to force your opponent to guard his coastline or suffer some serious pillaging. Would also allow you to gather up coastal goody huts and treasure chests without having to carry a unit in the ship.

And while this trait has Laggs Nyr written all over it, it would also be great to see it on a more unexpected Civ. Like the Dovellio (viking raiders) or Sidar (stealthy thieves) and the Sheiam (cruel slavers).

Hmmm... Now that I think about it a stealthy ship (UU replacing Arcane Barque, with Invisibility instead of Fire 2) for the Sidar would be a nice addition to their civilization.
 
There is flavour, and there is mechanics and balance. You can say thet town produces something, so should get hammers. And people live there, so to take trhem into accout, tthey should increase city population (=give more food). But what is the point of different improvements then?
I thing castles get some fields around, and villages too. But the civ4 improvement represents dedicating whole area to a certain economy - be it farming, defense or trade settlemets
Yeah, you're right. You're frequently right, you know? I guess this is because of your razor. Seems very good :p

Yeah, I agree ;) And next birthday I am going to buy you an Ockham's razor. :p
I am fine with additions, but not all will get into Orbis - modmod is a good place for some changes.
Couldn't you buy it for tomorrow? A nice gift for my twentieth year :p Also, I'm fine with not everything going into Orbis. If you did, what would I do..? Well, another mod I guess :lol:

Regarding horses and dye - Erebus is not earth, so I see no reason to place strategic resource needed for almost whole combat line on one continent. That is not fair. But some reduction in happines resources could be good.
I just thought horses needed to be more valuable. Currently, I rarely have starts without horses. I guess just reducing the number of horses spawned on the map is good then. However, I like having bArea for dyes... Hmm... I think I need to do some test maps :)

I think if you mod Orbis, you appreciate it. So, if you decide to use that name, I am fine. Anyway, I think you are slowly overgrowing LE name, so might think of a new one.
Hard thinking is the way! :scan:

Nice idea, but be carefull in what you change. Adding new buildings just for happines from resources does not seem to be a good way of doing it. Also, be prepared for meny questions - why it does not give happines, it always did in every mod...
I'm not adding new buildings yet as I'm unhappy with this. As you said, just for happiness would be useless. I'm sure I can come up with something. And I guess questions are the nemesiseses of modders :lol:

Do not see a reason why castles get commerce from river - river already increases commerce, and if castle does, why not town? Also, there is plenty of commerce already. Imperial road bonus is nice, but might be too high.
Damn, I thought river commerce was improvement dependant. I guess it's terrain dependant?

No idea why machinery enhances fishin boats, too.
I thought machinery could enhance how the fishing villages (not boats!) work. Don't know how, just got the feeling.

Just some thoughts, ignore my ramblings if you do not like it ;)
Without disrespecting anyone who posted here, your ramblings are the one I sought the most :)

@Wauthan: Interesting idea... I think something along those lines as already been said...
 
Yeah, you're right. You're frequently right, you know? I guess this is because of your razor. Seems very good :p
:blush:
Couldn't you buy it for tomorrow? A nice gift for my twentieth year :p Also, I'm fine with not everything going into Orbis. If you did, what would I do..? Well, another mod I guess :lol:
Will try to... :D and modder's job never ends, you can always improve your mod a bit ;)
Damn, I thought river commerce was improvement dependant. I guess it's terrain dependant?
Both, you can specify if featureless terrain, feature or improvement gets extra commerce from riverside. Currently all terrains (including snow) and features (including forest and jungle) get extra commerce. Improvement bonus is added on top of that, but I do not think I use it for anything now - base commerce is enough, and I have moved lumbermill extra from riverside to forest itself.
I thought machinery could enhance how the fishing villages (not boats!) work. Don't know how, just got the feeling.
I thought of villages, just typed boats. Well, it is usefull, just not sure...
Without disrespecting anyone who posted here, your ramblings are the one I sought the most :)
You can count on it... Well, when I finally have time to read all the posts in threads here... :crazyeye:
 
Released .35beta :)
Now with... the Ngomele! :king:

Also, sorry Wauthan, comes with BetterWorld.

I hope everything is fine!

Please remember to post feedback and suggestions here, especially about balance. I may have overlooked many things...
 
I've got little problem here ...
(( leadersenhanced__35beta.7z ))
CIV4LeaderHeadInfos.xml: line 77568 is targeting to CIVIC_CONSUMPTION, but it isn't defined ... >.> (It's Wiri Big-Heart)
and Wiri Big-Heart is not showing in civilopedia under leaders tab
 
Damned, someone got me!
I released a first version with this error, having forgotten to change the civic to a new value since it has changed in 0.24... And I forgot to remove Wiri from the civilization leaders' list as the leader isn't ready yet... And I have discovered even one more bug while playing... I think I'm good for a .35beta2 :lol:

Plus, I made a little tweak to the interface so that civics requiring a civilization that isn't yours aren't displayed in the civic screen. Saves space and allows unguilty adding of civics requiring a civilization! No more worrying about civic space :D

@Wauthan: As long as you enjoy playing ;)

@Valkrionn: You silly! You should stay and play my mod! :p

@Gekko: No, I didn't. To be frank, I haven't tried it yet... But now I can. I'm preparing some things for LE and it will be slow. Much time to play then :)
 
Damned, someone got me!
I released a first version with this error, having forgotten to cha...

:lol: ... well, i encountered one more bug in that (.35) version: ai_techchoose was broken, so everybody was researching writing ... hope it's fixed in this version ... :D
 
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