[MODMOD] Legacy of Erebus: Nuova Alba

I added the Vicinity modcomp: http://forums.civfanatics.com/showthread.php?t=270539 ; with this, some buildings and units will require to actually have the resource in the city's BFC. My main idea was for the Ngomele (more on this later) but I think it could be applied to some other things... Like resource-tied-happiness-buildings, so it would reduce 'empire-wide-instand-happiness-from-this-coffee-plantation' and happiness as a whole, as it isn't that much of a trouble in most games I played.

Is it possible to make river port and levlee require river in their BFC, instead of requiring city to be build next to river ? I know it isn't very elegant flavorwise, but currently cities build next to rivers are much better and it's usually not very wise to don't build them next to rivers.
 
How about an event that spawns rivers instead? Perhaps by "detonating" a water mana? Or by using Workers to construct a "Channel" improvement by connecting an inland lake with the ocean?

Edited to add: Just wanted to mention that the name "Legacy of Erebus: Nuova Alba" is now redundant. Everyone will simply call the mod "Lena" - Latin translation "Temptress". Somehow I suspect the meaning of that abbreviation was not accidental. :p
 
Is it possible to make river port and levlee require river in their BFC, instead of requiring city to be build next to river ? I know it isn't very elegant flavorwise, but currently cities build next to rivers are much better and it's usually not very wise to don't build them next to rivers.
I think it is a fine balanced thing. Riverside cities should be better anyway; no?

How about an event that spawns rivers instead? Perhaps by "detonating" a water mana? Or by using Workers to construct a "Channel" improvement by connecting an inland lake with the ocean?
Creating rivers is a bit tricky, if I recall correctly. So no, I won't add this.

Edited to add: Just wanted to mention that the name "Legacy of Erebus: Nuova Alba" is now redundant. Everyone will simply call the mod "Lena" - Latin translation "Temptress". Somehow I suspect the meaning of that abbreviation was not accidental. :p
I don't understand why it's redudant...?

And no, the abbreviation is accidental :) I didn't find such a meaning on the net actually; but it's fun :p

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Following a suggestion, I created a twitter account for LENA: http://twitter.com/lenafororbis ; not sure it will be useful but you would be able to stay aware of the status of releases.

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Also, sorry for the delay. Won't be out until sometime...
 
Some screenshots of LENA version of Erebus Map, with starting positions of Ngomele, Mazatl, Mechanos and Scions. As mentioned in other thread, it's far from being finished. I can use some advice on which leaders should be used (right now, it's quite random), about resources placement (now it's something like ''every civ get 5 different resources, 3 of each to encourage trading and prevent too happy or healthy cities'. In most cases they are placed flavorwise, not balance-wise) and pretty much everything else. I was playtested a bit, but I'm going to playtest more.
 

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I don't understand why it's redudant...?

And no, the abbreviation is accidental :) I didn't find such a meaning on the net actually; but it's fun :p

Meh, it was just a lame joke. I just read through the thread and I noticed that as soon as you made the abbreviation everyone switched to calling the mod "Lena". Since mod name was already in latin I thought you made a pun out of it. :)
 
Some screenshots of LENA version of Erebus Map, with starting positions of Ngomele, Mazatl, Mechanos and Scions. As mentioned in other thread, it's far from being finished. I can use some advice on which leaders should be used (right now, it's quite random), about resources placement (now it's something like ''every civ get 5 different resources, 3 of each to encourage trading and prevent too happy or healthy cities'. In most cases they are placed flavorwise, not balance-wise) and pretty much everything else. I was playtested a bit, but I'm going to playtest more.
Ok! I'm very interested. Hmmm. When I'll get the version 1.00 completed and ready to upload, I will give it to you first; you'll be the betatester if you want ;) This way, if you want, you could adapt the map, we could discuss some things about it and then I would release with the map bundled in ;)

Meh, it was just a lame joke. I just read through the thread and I noticed that as soon as you made the abbreviation everyone switched to calling the mod "Lena". Since mod name was already in latin I thought you made a pun out of it. :)
Ok :) The mod name isn't in latin though, it's in Italian.
 
I hadn't realized it could be Latin, but it seems it is actually the feminine form of Leno ("pimp")


I'd mostly thought of it as the proper name (a variant of Helen). The only Lena I know is the younger sister of a girl I've been thinking of asking out. I just realized that both of their names could be rendered as "madam", but the elder sister's in a more respectful sense.
 
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Now I need to see how I can make them buildable by the Animal civ and how to make them not hover in the small preview picture :p

Kudos to Deliverator for porting them over Civ4 from Kohan 2.

Edit: Oh, and I obviously need buttons...
 

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It seems really odd for Mulcarn to have a scorpion, as that is a desert creature.


In real life, black scorpions are the largest but least dangerous of the scorpions. Their venom is weaker than a bee sting and doesn't cause any permanent harm to animals as large as humans (whereas the small sand colored scorpions have venom that can kill a man very quickly), and their claws are mostly for use in their mating dance. They aren't all that stealthy, as they glow in the dark (or at least under UV light).


I'd probably change call the black scorpion a giant scorpion to make clear that it is different from the real ones. I'd lean towards giving sand scorpions more poison strength, and making the graphics show a large group rather than just one bug.


Edit: well, at least the largest of all scorpions, which is black, is pretty much harmless. It seems that some scorpions with dangerous venom can be black too. The bright yellow desert scorpions are still worse though.



I for one would really like to see the Giant Beetles described in Ashes of Brigdarrow added to the game, but I'm not supposed to share the draft Kael sent me and so don't think I can post a detailed description. If they weren't listed in the Bestiary too I'd worry about mentioning them at all.
 
OMG, that is sick. When will the patch be finished!!!?!?!?!?!?!?!?!?!??!questionmark!?!?!?!?exclemationpoint!?!?!

(I might have gone a little crazy there, sorry)
 
It seems really odd for Mulcarn to have a scorpion, as that is a desert creature.
Consider that it's only the name people gave to it because it looks like snow ;) I just thought of it as a cool name; I guess Svarts could have called it Moon Scorpion; Lanuns maybe Salt Scorpion? :p

In real life, black scorpions are the largest but least dangerous of the scorpions. Their venom is weaker than a bee sting and doesn't cause any permanent harm to animals as large as humans (whereas the small sand colored scorpions have venom that can kill a man very quickly), and their claws are mostly for use in their mating dance. They aren't all that stealthy, as they glow in the dark (or at least under UV light).
Stealthy? You mean, for the Shadowwalk promotion? Hmmm... Maybe I should change its name, yes. I kept this one because I couldn't think of a more interesting one at the moment...

I'd probably change call the black scorpion a giant scorpion to make clear that it is different from the real ones. I'd lean towards giving sand scorpions more poison strength, and making the graphics show a large group rather than just one bug.
Good idea about the Sand Scorpion.

OMG, that is sick. When will the patch be finished!!!?!?!?!?!?!?!?!?!??!questionmark!?!?!?!?exclemationpoint!?!?!

(I might have gone a little crazy there, sorry)
Ahah, yes you did :lol:

Still no ETA, sorry.
 
Now, some animal units will be able to enter your borders if you use the Animal Invasion option ;)

Also, I made a small tweak so that units unable to enter a terrain (like, say, Snow) still won't be able to even if they can enter the feature on the terrain.
 
Also, I made a small tweak so that units unable to enter a terrain (like, say, Snow) still won't be able to even if they can enter the feature on the terrain.

May I assume that does not apply only to animals, but any unit blocked from certain terrains? I'll probably want to borrow that for my mod eventually too, to keep the stronger demons (which under the compact can only attack those dwelling in already corrupted lands) from moving though forest fires.

It might be better though to add a a new plot counter prereq. (While I'm thinking about it, would it be possible to allow us to change a tile's plot counter in worldbuilder? Or at least in worldbuilder saves/scenario files?)


It would also be nice though if a feature could make a unit able to move in a terrain where it usually could not. I'm basically thinking that at least some land units should be able to walk on the Ice terrain across the sea. (I used to allow at least Auric's Snowfall spell change water tiles to Snow tiles, but several patches ago that started to cause CtDs. Using sea ice instead and making the Winterborn promotion allow units to cross the ice could be more interesting.)


I'd really like it if all these things limiting movement were added to promotions rather than just units.
 
May I assume that does not apply only to animals, but any unit blocked from certain terrains? I'll probably want to borrow that for my mod eventually too, to use to keep the stronger demons (which under the compact can only attack those dwelling in corrupted lands) from moving though forest fires.

It might be better though to add a a new plot counter prereq. (While I'm thinking about it, would it be possible to allow us to change a tile's plot counter in worldbuilder?)


It would also be nice though if a feature could make a unit move in a terrain where it usually could not. I'm basically thinking that at least some land units should be able to walk on the Ice terrain across the sea.


I'd really like it if all these things limiting movement were added to promotions rather than just units.


  1. Yeah, all units.
  2. That would be interesting... Not sure how you'd add the ability to manipulate it via worldbuilder though.
  3. That could be very interesting... Even potentially know how to go about it.
  4. They are, at least in FF. ;)
 
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