Naeralith Reborn: New design thread

I also forgot: Credit due to PL for putting together the images for the religious icons :)

Sorry I forgot to mention it Llama hehe :mischief:

Also, I have changed the holy shrine for Scarthia (see Cradle of Bliss in the religion entry). I need 1 more flavourful thing to tidy it up though not sure what.

Any suggestions would be welcome :)

Al
 
Amunai Holy Shrine: Lost Catacombs

  • Can be built by a Great Prophet
  • +1 culture per city with Amunai present
  • +25% defensive bonus
  • Spawns unit Ancient Emperor
  • whenever one of the owners LIVING units dies in their borders there is a small chance that the unit will be ressurected in the holy City with an 'Ancestor' racial promotion that acts the same as spirit guide and gives them -10% strength. sort of a combination of immortal, spirit guide and a debuff promo. Note that Ancestor Units are not classifired as living. (they are the dead spirits).
  • Spreads Amunai

Arcaya Holy Shrine: Evergreen Glen

  • Can be built by a Great Prophet
  • +1 culture per city with Arcaya present
  • Spreads 'Eternal Woods' terrain feature within the cities cultural borders (note: not the whole civs borders)
  • 'Eternal Woods' would:
    • deal minor damage to units belonging to non Arcaya civs.
    • provide +0.5 happy to nearby cities ON TOP OF other ancient forest benefits.
    • have a small chance of discovering plant and animal resources.
    • There should be NO tech alowing chopping (thus there should be no wayto remove eternal woods) and they should also be totally immune to fire and prevent degradign their base terrain to desert or tundra or anything similar.
  • Spreads Arcaya

Diansi Holy Shrine: Bastion of Light

  • Can be built by a Great Prophet
  • +1 gold per city with Diansi present
  • Automatically deals 1% holy damage to any unit belonign to an evil civilization (friend or foe) that enters the Owners cultural borders, up to a max of 10%
  • deals 5% holy damage to undead and Deamons to a max of 10% (regardless of owning civs alignment), and if undead and deamons are within the line of sight of the City with the 'Bastion of Light' the damage Cap increases to 25%.
  • Spreads Diansi

Infernalism Holy Shrine: Cradle of Bliss

  • Can be built by a Great Prophet
  • +1 science per city with Infernalism present
  • +1 production per unhappiness in city
  • Enemy Units that attack the city have a chance of flipping to the owner of The Cradle of Bliss when defeated. (much like the Command Pormotion, but in building form). units flipped in this form should have no upkeep costs (they are seduced and work for nothing and/or are enslaved by deamons living in the Cradle).
  • Spreads Infernalism

Jynari Holy Shrine: Opaline Conduit

  • Can be built by a Great Sage
  • +1 science per city with Jynari present
  • Provides power to the city.
  • Enemy Units withing the civs borders have a +25-33% chance ot miscast their spells (the Conduit absorbs hostile magic and produces energy from it)
  • in addition the owner's units never miscast when within their borders.
  • Spreads Jynari

Kiraa Holy Shrine: Hall of Faces

  • Can be built by a Great Prophet
  • +1 Culture per city with Kiraa present
  • Units built in this city start mutated.
  • Allows any unit in the city to cast the equivilent of the spell 'Wonder' once a turn. (the gods give random blessings)
  • Doubles the length of Anarchy but has a chance of triggering a golden age once order is restored. alternatively Anarchy acts like a golden age.
  • Spreads Kiraa

Lost Ones Holy Shrine: Labarynth of the Damned

  • Can be built by a Great Prophet
  • +1 Hammer per city with Lost Onespresent
  • Units that die in this city are reborn as Skeletons (same as Mokkas Cauldron)
  • Automatically deals 1% Unholy damage to any unit beloning to a Good civilization (friend or foe) that enters the Owners cultural borders, up to a max of 10%
  • deals 5% Unholy damage to Animal and Angel units to a max of 10% (regardless of owning civs alignment)
  • Spreads Lost Ones

Noldai Holy Shrine: The Primordial Altar

  • Can be built by a Great Prophet
  • +1 Culture per city with Kiraa present
  • Provides cumulative bonuses based on techs.
  • All cities get a free 'Primordial Fountain' (+1 health) when the civ discovers a Water Elemental tech.
  • All units within borders are hasted when the civ discovers an Air Elemental tech.
  • All units Built in the city start with +3 Exp when the civ discovers a Fire Elemental tech.
  • All units that enter the city gain the 'stone skin' promotion when the civ discovers an Earth Elemental tech.
  • Spreads Kiraa
 
Lost Ones Holy Shrine: Labarynth of the Damned

  • Can be built by a Great Prophet
  • +1 Hammer per city with Lost Onespresent
  • Units that die in this city are reborn as Skeletons (same as Mokkas Cauldron)
  • Automatically deals 1% Unholy damage to any unit beloning to a Good civilization (friend or foe) that enters the Owners cultural borders, up to a max of 10%
  • deals 5% Unholy damage to Animal and Angel units to a max of 10% (regardless of owning civs alignment)
  • Spreads Lost Ones

One thing I should mention... Even in RifE, that is currently impossible. Religions themselves can provide hammers to a city (White Hand), but I didn't get the building tag working... Required FAR too much messing with other functions that I just didn't want to touch, and I had no plans to use it anyway, so I just dropped it. :p
 
Amunai Holy Shrine: Lost Catacombs

  • Can be built by a Great Prophet
  • +1 culture per city with Amunai present
  • +25% defensive bonus
  • Spawns unit Ancient Emperor
  • whenever one of the owners units dies in their borders there is a small chance that the unit will be ressurected in the holy City with an 'Ancestor' racial promotion that acts the same as spirit guide and gives them -10% strength. sort of a combination of immortal, spirit guide and a debuff promo.
  • Spreads Amunai

Arcaya Holy Shrine: Evergreen Glen

  • Can be built by a Great Prophet
  • +1 culture per city with Arcaya present
  • Spreads 'Eternal Woods' terrain feature within the cities cultural borders (note: not the whole civs borders)
  • 'Eternal Woods' would:
    • deal minor damage to units belonging to non Arcaya civs.
    • provide +0.5 happy to nearby cities ON TOP OF other ancient forest benefits.
    • have a small chance of discovering plant and animal resources.
    • There should be NO tech alowing chopping (thus there should be no wayto remove eternal woods) and they should also be totally immune to fire and prevent degradign their base terrain to desert or tundra or anything similar.
  • Spreads Arcaya

Diansi Holy Shrine: Bastion of Light

  • Can be built by a Great Prophet
  • +1 gold per city with Diansi present
  • Automatically deals 1% holy damage to any unit belonign to an evil civilization (friend or foe) that enters the Owners cultural borders, up to a max of 10%
  • deals 5% holy damage to undead and Deamons to a max of 10% (regardless of owning civs alignment), and if undead and deamons are within the line of sight of the City with the 'Bastion of Light' the damage Cap increases to 25%.
  • Spreads Diansi

Infernalism Holy Shrine: Cradle of Bliss

  • Can be built by a Great Prophet
  • +1 science per city with Infernalism present
  • +1 production per unhappiness in city
  • Enemy Units that attack the city have a chance of flipping to the owner of The Cradle of Bliss when defeated. (much like the Command Pormotion, but in building form). units flipped in this form should have no upkeep costs (they are seduced and work for nothing and/or are enslaved by deamons living in the Cradle).
  • Spreads Infernalism

Jynari Holy Shrine: Opaline Conduit

  • Can be built by a Great Sage
  • +1 science per city with Jynari present
  • Provides power to the city.
  • Enemy Units withing the civs borders have a +25-33% chance ot miscast their spells (the Conduit absorbs hostile magic and produces energy from it)
  • in addition the owner's units never miscast when within their borders.
  • Spreads Jynari

Kiraa Holy Shrine: Hall of Faces

  • Can be built by a Great Prophet
  • +1 Culture per city with Kiraa present
  • Units built in this city start mutated.
  • Allows any unit in the city to cast the equivilent of the spell 'Wonder' once a turn. (the gods give random blessings)
  • Doubles the length of Anarchy but has a chance of triggering a golden age once order is restored. alternatively Anarchy acts like a golden age.
  • Spreads Kiraa

Lost Ones Holy Shrine: Labarynth of the Damned

  • Can be built by a Great Prophet
  • +1 Hammer per city with Lost Onespresent
  • Units that die in this city are reborn as Skeletons (same as Mokkas Cauldron)
  • Automatically deals 1% Unholy damage to any unit beloning to a Good civilization (friend or foe) that enters the Owners cultural borders, up to a max of 10%
  • deals 5% Unholy damage to Animal and Angel units to a max of 10% (regardless of owning civs alignment)
  • Spreads Lost Ones

Noldai Holy Shrine: The Primordial Altar

  • Can be built by a Great Prophet
  • +1 Culture per city with Kiraa present
  • Provides cumulative bonuses based on techs.
  • All cities get a free 'Primordial Fountain' (+1 health) when the civ discovers a Water Elemental tech.
  • All units within borders are hasted when the civ discovers an Air Elemental tech.
  • All units Built in the city start with +3 Exp when the civ discovers a Fire Elemental tech.
  • All units that enter the city gain the 'stone skin' promotion when the civ discovers an Earth Elemental tech.
  • Spreads Kiraa

Oooh nice suggestions. I'll look these over :)
 
Wild Mana - Better AI, multiple barbs, WoC Lite.. But several of the improvements made aren't exactly modder-friendly, not for a completely new mod (Check CvGameUtils.py, see what I mean).
:lol: I really don't think that from just looking at a 5000 lines python file you can see which mod is friendly for a complete redesign (both Wildmana and Rife have tons of AI hardcoding in that file).

I can tell you from experience, moving from one dll to another isn't that difficult. Unless Speed or AI is a huge concern I think Rife/FF is an excellent base to start a modmod cause you have lots of new XML tags to work with.
 
:lol: I really don't think that from just looking at a 5000 lines python file you can see which mod is friendly for a complete redesign (both Wildmana and Rife have tons of AI hardcoding in that file).

I can tell you from experience, moving from one dll to another isn't that difficult. Unless Speed or AI is a huge concern I think Rife/FF is an excellent base to start a modmod cause you have lots of new XML tags to work with.

True, that was just an example. A rather bad one, too. ;)
 
:lol: I really don't think that from just looking at a 5000 lines python file you can see which mod is friendly for a complete redesign (both Wildmana and Rife have tons of AI hardcoding in that file).

I can tell you from experience, moving from one dll to another isn't that difficult. Unless Speed or AI is a huge concern I think Rife/FF is an excellent base to start a modmod cause you have lots of new XML tags to work with.

LOL I'll take that into advice :)

I was thinking of using RifE anyway for just those reasons. If I need my own XML tags I can always make them myself anyways, but you are right, RifE has a lot to work with :)

Al
 
UPDATES 14/12/2009

3 tiers have now been designed fully. All the civics and units etc have been updated to reach tier 3.

Also I'm thinking on what to do with holy shrines. Llama has come up with some nice suggestions :)

Any other suggestions for anything at all are welcome :)

Al
 
UPDATES 16/12/2009

I have added the Scarthia civ to fit approximately up to tier 3 as well as some leaders and traits. It is just a basic outline for now :)

I plan next on adding 1 more tier (to complete the first "age"), and adding in all the civs up to tier 4 (plus update Scarthia).

Specifics of relgions are still under consideration.

Again, any suggestions you wish to contribute then please go ahead :)

Al
 
UPDATES 16/12/2009

Tidied up some techs.

Also added part of the design for the tech tree's 4th tier (but no detailed units, buildings, civics etc).

Will complete this and begin to add civs over the weekend!

Al
 
Amunai Holy Shrine: Lost Catacombs

  • Can be built by a Great Prophet
  • +1 culture per city with Amunai present
  • +25% defensive bonus
  • Spawns unit Ancient Emperor
  • whenever one of the owners LIVING units dies in their borders there is a small chance that the unit will be ressurected in the holy City with an 'Ancestor' racial promotion that acts the same as spirit guide and gives them -10% strength. sort of a combination of immortal, spirit guide and a debuff promo. Note that Ancestor Units are not classifired as living. (they are the dead spirits).
  • Spreads Amunai

Arcaya Holy Shrine: Evergreen Glen

  • Can be built by a Great Prophet
  • +1 culture per city with Arcaya present
  • Spreads 'Eternal Woods' terrain feature within the cities cultural borders (note: not the whole civs borders)
  • 'Eternal Woods' would:
    • deal minor damage to units belonging to non Arcaya civs.
    • provide +0.5 happy to nearby cities ON TOP OF other ancient forest benefits.
    • have a small chance of discovering plant and animal resources.
    • There should be NO tech alowing chopping (thus there should be no wayto remove eternal woods) and they should also be totally immune to fire and prevent degradign their base terrain to desert or tundra or anything similar.
  • Spreads Arcaya

Diansi Holy Shrine: Bastion of Light

  • Can be built by a Great Prophet
  • +1 gold per city with Diansi present
  • Automatically deals 1% holy damage to any unit belonign to an evil civilization (friend or foe) that enters the Owners cultural borders, up to a max of 10%
  • deals 5% holy damage to undead and Deamons to a max of 10% (regardless of owning civs alignment), and if undead and deamons are within the line of sight of the City with the 'Bastion of Light' the damage Cap increases to 25%.
  • Spreads Diansi

Infernalism Holy Shrine: Cradle of Bliss

  • Can be built by a Great Prophet
  • +1 science per city with Infernalism present
  • +1 production per unhappiness in city
  • Enemy Units that attack the city have a chance of flipping to the owner of The Cradle of Bliss when defeated. (much like the Command Pormotion, but in building form). units flipped in this form should have no upkeep costs (they are seduced and work for nothing and/or are enslaved by deamons living in the Cradle).
  • Spreads Infernalism

Jynari Holy Shrine: Opaline Conduit

  • Can be built by a Great Sage
  • +1 science per city with Jynari present
  • Provides power to the city.
  • Enemy Units withing the civs borders have a +25-33% chance ot miscast their spells (the Conduit absorbs hostile magic and produces energy from it)
  • in addition the owner's units never miscast when within their borders.
  • Spreads Jynari

Kiraa Holy Shrine: Hall of Faces

  • Can be built by a Great Prophet
  • +1 Culture per city with Kiraa present
  • Units built in this city start mutated.
  • Allows any unit in the city to cast the equivilent of the spell 'Wonder' once a turn. (the gods give random blessings)
  • Doubles the length of Anarchy but has a chance of triggering a golden age once order is restored. alternatively Anarchy acts like a golden age.
  • Spreads Kiraa

Lost Ones Holy Shrine: Labarynth of the Damned

  • Can be built by a Great Prophet
  • +1 Hammer per city with Lost Onespresent
  • Units that die in this city are reborn as Skeletons (same as Mokkas Cauldron)
  • Automatically deals 1% Unholy damage to any unit beloning to a Good civilization (friend or foe) that enters the Owners cultural borders, up to a max of 10%
  • deals 5% Unholy damage to Animal and Angel units to a max of 10% (regardless of owning civs alignment)
  • Spreads Lost Ones

Noldai Holy Shrine: The Primordial Altar

  • Can be built by a Great Prophet
  • +1 Culture per city with Kiraa present
  • Provides cumulative bonuses based on techs.
  • All cities get a free 'Primordial Fountain' (+1 health) when the civ discovers a Water Elemental tech.
  • All units within borders are hasted when the civ discovers an Air Elemental tech.
  • All units Built in the city start with +3 Exp when the civ discovers a Fire Elemental tech.
  • All units that enter the city gain the 'stone skin' promotion when the civ discovers an Earth Elemental tech.
  • Spreads Kiraa

OK so time for a decent reply to your suggestions :)

I'll start with the ideas u added to existing shrines.

I like the addition you made to my Lost Catacombs (where ancestors can be created from living units that die). This really fits in well with the lore so I will probably add a similar mechanic to that shrine :)

Also, the design you came up with for The Evergreen Glen matches the lore I've written for it very well... in fact the eternal forest idea is great. Assuming I actually use ancient forests then this would be a great upgrade to make the Arcaya holy shrine truely unique!

The idea you added to the Cradle of Bliss (with units converting) might not fit so well with the lore. The Cradle is mean't to be a huge temple to Alzara where all sorts of perverse and horrible stuff takes place, but it also reinforces the faith Scarthian's have in their Daemonic leaders. I don't think that other people (from outside of Scarthia) would be likely to convert from the sights they see in the Cradle lol :)
I'm still undecided about the additional feature to add to the Cradle atm, so any other suggestions I'd be happy to look at :)


OK so now onto the ones you designed from scratch:

Bastion of Light: Great name! I really like it hehe and will steal it for my lore and writing if you don't mind :) I also like the effects. They seem perfectly matched to the sanctification of Essyliane's lands in my lore (they, lore-wise, are the founders of Diansi).

Opaline Conduit: The name is OK... not sure about the opaline part lol :)
I don't know about the mis-cast mechanic... I only normally have miscasting for "untried" sorcerers (see the mechanic under the sorcerer unit). However I could always leave a small miscast chance on normal sorcerers, then your ideas would make perfect sense. The only thing I dont like is the power... I have power from magic and steampunk later in the tech tree (TBA) and a wonder called The Nexus that this shrine kinda made me think of :)
I do like the miscast stuff though so I'll have to think on how to best implement that!

Hall of Faces: Tis another great name (mind if I do a steal?) :) Also some great ideas... a chance of a golden age after anarchy is interesting! I could really go with that! I wouldn't use the mutated idea though... more likely to give a chance of mutated or crazed etc... though that is a little similar to my Carnival of Wonder. Also, the random spell could work well... maybe instead there should be a load of unique events associated with the shrine?
Problem I can see is that the shrine looks a little bare... I do love the golden age after anarchy idea though. Also again, the name is cool :)

Labarynth of the Damned: I'm noticing a trend of great naming here lol :) I like the idea of 1 hammer per city with Lost Ones but as Valkironn mentioned this could be hard. The damage against good things is a nice idea, but seems a little too much like the Bastion? Also the skeleton raising is basically like my black arts civic so I wouldn't want to mix the effect with a shrine. I like the damage to animals though... there are no angels in the world of Naeralith though lol
So basically I don't think I'll use much from this (apart from the name which is tres cool) :)

Primordial Altar: Probably my least fav suggestion. Nice ideas but these probably wont work well with my magic design. Also not too sure about the name.

Overall very nice additions/suggestions! :)

Feel free to expand on what I've said! I'm very grateful for your input! :D

Al
 
UPDATES 17/12/2009

Finished the 1st draft design for the tech tree part 1 (not including the detailed building design etc).

I will be adding these in plus some religious stuff, civ stuff and traits. Hope u all like my treacherous trait idea hehe :)

Al
 
yay :) thanks for the big reply bout my ideas :D im glad you like em ;) (especially the names of some :D i was proud of them hehe)

Hehe np :) Feel free to expand on the ideas when you aren't drooling over Pandora ;)

Also, apologies to everyone who was expecting some updates over the weekend. I've been dragged in all sorts of directions, but will definately finish tier 4 fully tomorrow :)

Al
 
Hey, glad to see you rolling on!

I start a mod on RiFE base too, and I must say that there's a lot to remove unless you want to hide it and have a HUGE folder :). However it has a lot to work with.

How do you plan to design your new civs? I am afraid that there may be a lot of hardcoded AI behavior thus removal of old civs and creating new ones with new name tokens would make it not working. Do you plan to rename civs but keep their name tokens (i.e. CIVILIZATION_HIPPUS) or you're going to make your own civ tokens?

This is a question to Valkrionn though, how is AI handled in DLL. Is there a hardcoded behavior for special nations like calabim, scions etc., or are there general rules considering traits/promotions?
 
Hey, glad to see you rolling on!

I start a mod on RiFE base too, and I must say that there's a lot to remove unless you want to hide it and have a HUGE folder :). However it has a lot to work with.

How do you plan to design your new civs? I am afraid that there may be a lot of hardcoded AI behavior thus removal of old civs and creating new ones with new name tokens would make it not working. Do you plan to rename civs but keep their name tokens (i.e. CIVILIZATION_HIPPUS) or you're going to make your own civ tokens?

This is a question to Valkrionn though, how is AI handled in DLL. Is there a hardcoded behavior for special nations like calabim, scions etc., or are there general rules considering traits/promotions?

Anything hardcoded (In RifE, at least) is in Python. In the DLL, it is more general... Depends on certain tags on leaderheads, civ infos, or trait infos. Same goes with promotions, the AI depends on the tag, not the promotion itself.

So basically there would be special AI for the bSprawling tag, not the Kuriotates specifically.

Sephi did wonders with the AI recently, but most of what I saw (In a somewhat cursory look, I'll admit) involved using global defines to directly reference the civilization, unit, spell, so on. A bit harder to repurpose, unless you want a new civ to work JUST like the Calabim, feeding on population, for example. ;)
 
Hey, glad to see you rolling on!

I start a mod on RiFE base too, and I must say that there's a lot to remove unless you want to hide it and have a HUGE folder :). However it has a lot to work with.

How do you plan to design your new civs? I am afraid that there may be a lot of hardcoded AI behavior thus removal of old civs and creating new ones with new name tokens would make it not working. Do you plan to rename civs but keep their name tokens (i.e. CIVILIZATION_HIPPUS) or you're going to make your own civ tokens?

This is a question to Valkrionn though, how is AI handled in DLL. Is there a hardcoded behavior for special nations like calabim, scions etc., or are there general rules considering traits/promotions?

Hey Deon :)

Thanks for dropping by. Yeah I will have a lot to remove and rework, and will basically have to do the AI up from scratch with completely new civ tokens (I don't intend to use for eg CIVILIZATION_HIPPUS).

This will mean a lot of work but hopefully a worthwhile mod in the end ;)

Al
 
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