My questions with the mod.

Finalrace

Chieftain
Joined
Mar 15, 2010
Messages
2
I love the mod i really do but i have just a few questions with it.
1. even with the hotfix im getting crashes and error messages after the first press of the turn button; which makes me a sad panda.
2. When im playing a climate changing civit ALWAYS wants to convert the land to Boreal and other frozen wastelands, not the swamp that lizardmen deserve.
3. whatsup with d'tesh? im finding their popultion growth methods quite hard to accomadate.
4. Scenarios, how do you play them? When i reach the scenario section in the game and click on them it tells to go to the main screen and click play a scenario, which I do. and all i find are original Civ 4 scenarios, where are the erebus scenarios? They sound amusing.

I love you all Rise from erebus crew!
 
I love the mod i really do but i have just a few questions with it.
1. even with the hotfix im getting crashes and error messages after the first press of the turn button; which makes me a sad panda.
2. When im playing a climate changing civit ALWAYS wants to convert the land to Boreal and other frozen wastelands, not the swamp that lizardmen deserve.

If climate change is not functioning properly, then the hot fix is not installed correctly; Make sure you extracted it into Rise from Erebus/Assets.

In any case, there will likely be a small patch (Just some small bug fixes/tweaks, making it work with Seven05's new ErebusContinent) out within a few days; No new features really, but it will contain the hotfix and be in the form of an installer; No more confusion.

3. whatsup with d'tesh? im finding their popultion growth methods quite hard to accomadate.

D'tesh grow by taking slaves. All of their units have a chance to capture a slave (stacks with Slavery... Always run that), and those slaves can add themselves to cities as population. They are THE warmongering civ, as without war they do not grow.

4. Scenarios, how do you play them? When i reach the scenario section in the game and click on them it tells to go to the main screen and click play a scenario, which I do. and all i find are original Civ 4 scenarios, where are the erebus scenarios? They sound amusing.

I love you all Rise from erebus crew!

The FfH scenarios do not work with RifE (or FF); Basically, to get the scenarios to work would mean rewriting them from scratch, with RifE's mechanics in mind. We'd far rather work on the standard game, and would more likely make our own scenarios in any case.
 
Hmm i extracted out the .dll file then cut and pasted into the /assest place and it dosent seem to be working, oh well ill wait for that patch.
D'tesh is an all out offensive race then? Damnim more of the builder type.
Really ironic i only discover the scenario button AFTER i start playing RifE :p

ThanksValk!
 
Hmm i extracted out the .dll file then cut and pasted into the /assest place and it dosent seem to be working, oh well ill wait for that patch.
D'tesh is an all out offensive race then? Damnim more of the builder type.
Really ironic i only discover the scenario button AFTER i start playing RifE :p

Thanks Valk!

When you paste it, you should get a popup about replacing a file called CvGameCoreDLL.dll; If you don't, it's not being installed correctly.

And yes, D'tesh is a very offensive race. Really, the only offensive races I play are the D'tesh, Archos, and Doviello; Others are builders. Unless I play Khazad as Athel. :p


If it's any consolation, there ARE ideas for scenarios, and I've finally gotten around to writing them out in a Wave for the team; Hopefully we'll have enough ideas out for version 2.0 (next major version after the one we've been working on).

Here's the most developed currently, as a teaser:


  • A scenario focused on D'tesh; Can play as him, Thanatos, Amurites, Sidar, or one other good civ. Elohim? Malakim, maybe? Lore-wise, the D'tesh are located in a desert... Quite possible that the Malakim would join the alliance, here, and gives us a chance to have a scenario showing off their mechanics as well.
  • Setting:
    • D'tesh is attempting to assimilate all of Erebus. A force of allied countries have formed against him; Amurites have come to reign in their renegade son, Sidar have come to fight for Arawn, other civ for some other reason. Just want 3 vs 2 here, as the allies will start weaker.
    • D'tesh is in control of 1-2 strong cities, but a small army; Essentially, the Core empire.
    • Thanatos is in control of a multitude of small cities, surrounding D'tesh; Very low total pop, so low production, but starts with a large army and several Dullahans.
    • Allies start with one city each, and a mid-sized force; They must defend their cities (and their allied cities, if need be), and amass a force capable of taking out D'tesh.
  • Basic Rules:
    • No animal/barb/demon spawning; D'tesh must attack the Allies for population. We can place some by hand, give them some initial population sources, but it will be limited and gone after a few turns.
    • Allies lose if they are defeated, or if D'tesh finishes a special ritual (Name?)
    • D'tesh loses if the Allies take the Opalus Mortis; AI D'tesh will be leashed to his capital to prevent him from dying stupidly.</span>
As background: D'tesh is a former Amurite mage, who studied forbidden magic (Rather like Naxus, who should like him); He heard tales of the Opalus Mortis (Gem of Death), and eventually managed to discover it's location and obtain it. He returned to Amurite lands, burned his home city, converted those who resisted into undead under his absolute control, and those few who allied with him became mages in his army. He then marched his newfound minions into the desert, to begin amassing an army for the eventual conversion of all Erebus; That is where the Scenario would begin.

Should be a fun setting. :p
 
I have some questions about the lizardmen. I'm trying to build some forts around my borders, but they keep sinking into the swamp (at least that's what I think is happening). What terrain is not ok for forts, and why is my worker's "remove swamp" ability not working? Oh, and mountains are getting covered in swamp too XD.

Is there any way to salvage my swamp-o-forts?
 
I have some questions about the lizardmen. I'm trying to build some forts around my borders, but they keep sinking into the swamp (at least that's what I think is happening). What terrain is not ok for forts, and why is my worker's "remove swamp" ability not working? Oh, and mountains are getting covered in swamp too XD.

Is there any way to salvage my swamp-o-forts?

I'm not sure what you mean about sinking into the swamp; Do you mean that they are being replaced by swamp? If so, that's a bug and shouldn't be occurring.

All terrain is valid for forts.

The "Remove Swamp" ability isn't working because some python was left out; Will be fixed in the next version, but more than likely not in the Flavor Patch.

Mountains are getting swamp because mountains are no longer categorized as standard 'Impassable' features; They are now bMountain, and I didn't have a random check for that. Fixed in the next version.
 
Well :):):):). I build a fort in a swamp tile, and it just never appears. Tile iss empty, and the option to build it never shows back up. This has happened twice now >.<
 
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