Ngomele civilization, a modmodmod for Orbis

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The Ngomele civilization
for Legacy of Erebus: Nuova Alba

Download

You can play them in LENA, which is downloadable here.

Development

You can help fasten their development by giving feedback on some subjects. The most needed for now are the Kha and the Shur. I created a small document about the Shur spells that I would like to get feedback on: http://docs.google.com/View?id=dd83n647_7fnpdw2d5 ;

Also, you can see description of wanted unit models here: http://docs.google.com/View?id=dd83n647_12d82zt6wt

Description

Current Pedia Entry:
The Ngomele are gnolls, hyena-like humanoids. Prior to the Age of Ice, they were scattered in Erebus. They were small aggressive tribes, attacking and pillaging everything, including the other gnoll tribes. With the fall of the winter, only the people of the Lemlwa Isthmus survived. The other tribes were wiped out by the cold, starvations and war against themselves for something to eat. The eight tribes of Lemlwa never became friends but they did act together in order to survive: they begin to allow themselves to eat their own kind. With the everlasting territory wars, the death rate, though not surpassing the natality rate, was really high; instead of burning their dead (or the ennemy's) as they did before, they eated them. They also developped a strong bond with their environment; some of them were capable of bending the trees and the grass to their will. The winter finally over, their ancient instincts reappeared. However, from five tribes came five ones, known as the Councillors, who federed their five tribes in one unity.

Civilization trait: Lemlwa Survivors
Sets an initial city's population cap of 2;​
Civilization race: Gnoll
+30% combat against Animals, +15% against Beasts;
Double movement in Plains;
Heals +15% after combat;
Can't acquire Cannibalize, Bronze, Iron and Mithril Weapons;​
Civilization spell: Edge of Extinction
During 20 turns (on Normal speed), whenever a unit with a race promo is killed, all units with the same race in a range of 3 take damage;
for now available from the start;​
ImprovementYieldChanges:
Pasture
+1 Food, +1 Hammer​
Farm
-3 Food, +1 Hammer​
Aul
+1 Commerce​
TerrainYieldChanges: +1 Food on Plains;

City's Population Cap mechanic

Before, they had 4 food consumption instead of 3. In next version, they will have regular food consumption and regular BFC but each city will have a population cap. This population cap can be raised by three means: Buildings, Techs and Civics.

Techs raising it (increase): Agriculture (1), Code of Laws (1), Education (1), Feral Bond (3), Medicine (2), Sanitation (1);
Civics raising it (increase): None for now;
Non-Ngomele buildings raising it (increase/global?): Aquae Sucellus (1/yes).

Leaders

Mvadang
Spoiler :
cc04.jpg

Neutral;
Imperialist/Philosophical​
Favorite Civic: Enlightenment;
Hated Civic: God King;​
Religion Weights:
Spoiler :
Ashen Veil: -80
Octopus Overlords: -40
Council of Esus: 0
Fellowship of Leaves: -20
Runes of Kilmorph: -40
Empyrean: 70
Order: -60
Mvadang, leader of the Veve tribe, is the gnoll who started the unification of the tribes of Lemlwa. She turned to her close friend Vungu and then to Migeng of the Bwungi tribe. He refused to ever meet them. Against Vungu advices, Mvadang launched an attack, deciding that it would be best to force everyone to be unified rather than to remain scattering and waring.

Vungu
Spoiler :
zaiden.jpg

Neutral;
Financial/Trader;​
Favorite Civic: Wealth;
Hated Civic: Republic;​
Religion Weights:
Spoiler :
Ashen Veil: -40
Octopus Overlords: -50
Council of Esus: 40
Fellowship of Leaves: 0
Runes of Kilmorph: 60
Empyrean: -40
Order: -75
Vungu is the leader of the Rada tribe, the southernmost of the eight tribes of Lemlwa. She was quick to join Mvadang in her quest of unity: the two shared an history of hidden meetings, enjoying each other company but not willing to provoke anger among their people; and, above all, she had seen with her own eyes the Ngurwu tribe being slaughtered by a bunch of orcs.

Lengdu
Spoiler :
Vantage_Point.jpg

Neutral;
Peaceful/Wanderer;​
Favorite Civic: Free Trade;
Hated Civic: Isolation;​
Religion Weights:
Spoiler :
Ashen Veil: -40
Octopus Overlords: 0
Council of Esus: -60
Fellowship of Leaves: 20
Runes of Kilmorph: -20
Empyrean: 0
Order: 0
Lengdu is one of the rare males who got access to power in the Ngomele society. He's a War Kha and is the Master of the Shuwa Council.

Heroes

Banung the Blind
Spoiler :
pmxwiwj2.jpg

Arcane unit;
120 hammers
2/4:strength:
1:move:
+1 Nature affinity
begins with Hero, Shur Arcanes I, Shur Arcanes II, Nature I, Nature II;
can build Nature Nodes;
available at Sorcery, requires a Deadgnolls Copse;​
Banung the Blind was the leader of the Zimge tribe. She was defeated by Nga, one of her fellows, because Banung refused to meet Mvadang and Vungu. Nga pulled her eyes out and eated them. She was then named Nga Eye-Eater. She decided not to kill Banung; instead, she locked her up in her own hut, because she loved chatting with her. Banung developped the ability to see without her eyes, just with the help of Nature, or, as she called it, the Green Sea, but she did not tell anybody. One night, she warned Nga of an incoming assassin by screaming to wake her up. Then, Nga freed her and took her at her side to change to way they see.

Nga Eye-Eater
Spoiler :
3469798752_c98fcd07d3.jpg

Melee unit;
200 hammers
8/6:strength:
1:move:
1-2 first strikes
Immune to first strikes
+1 Nature affinity
can learn "Take a Leaf out of my Book!", "Go for the Eyes!" and "Tear them Apart!" abilities;
begins with Hero, Courage;
available at Iron Working;​

"Take a Leaf out of my Book!"
require level 5;
give the Order of Mastery promotion to friendly units in the stack: 1 Free XP/per turn, 3 Free XP/combat, Immune to Fear, removed by combat, 60% chance to expire per turn;

"Go for the Eyes!"
require level 10;
give the Order of Accuracy promotion to friendly units in the stack: +3 first strikes, Immune to Fear, removed by combat, 100% chance to expire per turn;

"Tear them Apart!"
require level 15;
give the Order of Slaughter promotion to friendly units in the stack: +100%:strength:, Immune to Fear, removed by combat, 100% chance to expire per turn;​

Buildings

Palace
National wonder: 1 allowed
Gives Nature mana, Earth mana, Shadow mana
Increases the city's pop cap by 2​

Council Tree
National wonder: 1 allowed
170 hammers
+3:culture:, +1 espionage
+2:)
+10%:gp: in all cities
+2 XP
-30% maintenance modifier in the city
+1 Trade route
-15 crime rate
Free Child of the Councillors promotion to units built in the city
require 3 cities to be built
available at Code of Laws, double production speed for Philosophical leaders​
When Mvadung of the Veve, Vungu of the Rada, Gwu of the Wuyo, Hasher of the Mdiri and Nga of the Zimge were reunited in Bwoheshegu, they began talking about what to do next. They talked hours about how to organize their federation, how to name it, how to name themselves and many other subjects. Many of their followers were listening quietly: they had never seen such a party... well, such a gathering. But the five leaders felt uneasy. They had been standing for hours. Gwu proposed to find a place where to gather. They searched but there was no place where to sit and gather that was right. There Banung came. She walked straight to the biggest, tallest tree of the city. She spoke to it; it opened itself, unveiling so much space that the current population could live there.

Deadgnolls Copse
replaces Mage Guild
120 hammers
+2 culture
+1:) per Nature mana
+1:health: per Nature mana
+2XP for Arcane units built in this city
+1 Bard slot
require Knowledge of the Ether, double production speed for Arcane leaders​
With time, food was more easily found than during the Winter. Thus, cannibalism as main mean of nutrition recessed. It was still common to eat the defeated, but it was usually not a gnoll but rather an orc, a goblin or another animal. When an influent person would die, some parts of it were harvested and degusted during the funeral banquet. The remains and the people who wasn't at all eated were burned and merged to the soil of a copse somewhere in the town, nearly always at the center. In the biggest cities, like Bwoheshegu, the said copse became very large. The Shur, among other, more simple people, often come in the copse to rest their mind and infuse themselves with the energy of the ashes that gave birth to the nature in there.

Mbumgwu
replaces Colosseum
180 hammers
+1 Happy
+1:) per 20%:culture:
+30%:culture:
+2XP for Melee and Disciple units built in this city
1 Bard, 1 Engineer slots
require both Construction and Festivals, double production for Creative leaders​
The Mbumgwu is one of the biggest buildings ever built by the Ngomele. They're many of them throughout the federation and each one is different at each representation. It's like a circus where battles are played. At first, they weren't played, they were fought. But with time, this practice faded out for the benefit of spectacle. They use explosives, lights and music. Many gnolls just want to spend their night there. Many others just want to be an actor there. Warriors are often seen helping actors to make their play more realistic in term of battle. And that's just more to appeal the spectators.

Shurmbumgwu
World Wonder: 1 allowed
350 hammers
+3:)
+6:culture:
+3XP for Arcane units built in this city
+5XP for Disciple units built in this city
Free Mbumgwushur promotion for Arcane units built in this city
+15% maintenance in the city
require both Drama and Sorcery​
The Shurmbumgwu, as its name implies, is a Mbumgwu where Shur are the center of most of the plays. Shur use their powers to enhance the show, to provide more settings, to make the scene alive. The building is even bigger than a standard Mbumgwu; but its costs are also bigger. But that's not some gold that would make the smiles leave the faces.

Bedule
replaces Granary
100 hammers
+10% food with Cow, Horse, Pig and Sheep
1 Merchant slot
require Agriculture, 50% production for Expansive leaders, Double production for Agricultural leaders​

Ngozoleg
replaces Smokehouse
60 hammers
+1 culture (+5% in current version)
30% food kept
+1 Health with Cow, Horse, Pig and Sheep
Increase city's pop cap by 1
require Hunting, 50% production for Expansive leaders, Double production for Agricultural leaders​

Well of the Green
replaces Pagan Temple
100 hammers
+3 Culture
+20% Culture
+2 Health
+1 Happiness with Incense
1 Priest slot
require Mysticism, double production for Spiritual leaders​

Town Council
replaces Courthouse
100 Hammers
+4 Espionage
-10% maintenance
-5 crime
Increase city's pop cap by 2
require Code of Laws, double production for Organized leaders​

Byre
replaces Stable
100 hammers
+10% Food, +20% Hammers with Cow
+3XP for Mounted units
Increase city's pop cap by 1
require Horseback Riding and Cow resource​

Mdahir
replaces Monastery
225 Hammers
+6 Culture
+20% Science
+2 prophet gpp
+1 Health
+1 Happiness with State Religion
2 Prophet slot
+20%:commerce: with Corn, Sugar, Wheat and Rice
-10 Crime
require Monasticism, double production speed for Spiritual leaders, +25% production with Marble
require 2 Well of the Green​

Dead Tree
replaces Monument
65 Hammers
+1 Unhealth
+3 Culture
+25% Culture
1 Bard slot
require Ancient Chants, double production for Creative leaders​

Units

Shur
replaces Adept
90 Hammers
2:strength:
1:move:
begins with Shur Arcanes I, Nature I
available at Knowledge of the Ether​
The Shur are weak. They are forced to dedicate their time to listening, feeling, seeing, smelling and tasting the Green Sea. They often don't eat for a week, too busy in the wild or in the Copse to even think about their starving stomach. They can become invisible in trees (or rather they hide well). They aren't very capable but are determined to break through the Green Sea secrets.

Heishur
replaces Mage
Cannot be built, must be upgraded from a 4+ level unit
3:strength:
1:move:
20% collateral damage up to 40% (max 4 units)
+1 Nature affinity
begins with Shur Arcanes I & II, Nature I & II, Medic I
replaces Mage
available at Sorcery​
The Heishur is a "greater Shur". She's able to communicate with the Green Sea. She can bend it to enhance her body, to help her feet move faster, nearly making them slide on the soil. Now, she trains her body to endure the constant waves of the Sea, to make it a ship using the Green as its advantage.

Heheishur
replaces Archmage
Cannot be built, must be upgraded from a 6+ level unit
5:strength:
1:move:
50% collateral damage up to 60% (max 7 units)
+1 Nature affinity
begins with Shur Arcanes I & II & III, Nature I & II & III, Medic I & II
replaces Archmage
available at Strength of Will
requires Reagents & Incense​
The Heheishur is a "greater greater Shur". She now knows the secrets of the Green Sea; in fact, she has let herself been swalloled by it. She is now a wave rather than a ship. She is made of bubbles of nature rather than of bones. She's capable of making the grass and the trees grow; her body is as strong as a torrent.

Cowrider
replaces Horseman
100 Hammers
6 Strength
2 Moves
10% Withdrawal
require Horseback Riding and Cow resource​

Vigilant
unique unit
100 Hammers
4 Strength
1 Move
1-2 First strikes
+50% against Recon units
defends first against Recon units
starts with Guardsman
require Knowledge of Ether, Tracking and a Deadgnolls Copse, +25% production for Arcane and Wanderer leaders​

Kha
unique unit
75 Hammers
0/2 Strength
2 Moves, cannot reveal map
starts with Recordbook, Blank Page
require a Mbumgwu, double production for Creative leaders​

Shur System

The Ngomele Arcane units aren't able to use the regular spells available with Channeling. Instead, they use the Shur Arcanes, the manipulation of the Green Sea; they also have access to the Nature line of Channeling spells.

Shur Arcanes are divided into three lines: the Spirit line, the Body line and the Nature line (which is different from the Channeling Nature line).

As of now, it is really unfinished. I wanted all promotions to give bonuses (or maybe all II+ promotions) and there's only Shur Body II that gives something... And, for example, Shur Nature I doesn't even give access to a spell yet.

Shur Body I: Drink of the Sea
Shur Body II: Blood of the Sea, Mark of Health (+ gives immunity to diseases)
Shur Body III: Endless, Magnetic Surge

Shur Spirit I: Images of Remorse
Shur Spirit II: Spirit Twisting
Shur Spirit III: Unseen Haven

Shur Nature I: NONE
Shur Nature II: Green Veil
Shur Nature III: Green Boom


Drink of the Sea
requires a Well of the Green
only castable in cities
gives the Drink of the Sea promotion to the caster: 15% withdrawal, 20% expire, +1 FreeXP/combat, +20 Spell Damage, random chance to get Sea Addiction: -25% withdrawal, -20% heal in enemy land, -15% in neutral and -10% in friendly, 10% expire chance, -10 spell damage, -50 work rate, 25 damage on remove​
Blood of the Sea
gives the Blood of the Sea promotion: +20% collateral damage, +2 Poison combat, dispellable​
Mark of Health
removes Diseased, Poisoned, Withered
gives the Mark of Health promotion: 25% expire, Immune to the three promo above, +100% resistance against Poison​
Endless
heals units damaged to at least 50% and gives them the Endless promotion: +25% combat, removed after combat, 90 damage on remove, degrades to Exhausted: -40% heal in enemy land, -25 in neutral, -10 in friendly, -25% combat, removed when healed, 10% chance to go away by itself, can't have Endless​
Magnetic Surge (one of the few good spells)
do damage to enemies unit at range 1; damage is dependant on the weapon promotions​
Images of Remorse
Add the Remorse promotion to neutral/enemy units at 1 range: the unit becomes onlyDefensive, meaning it can't attack, 100% removal; the spell has a small chance to give Guilt instead, which has only 50% chance to go away;​
Spirit Twisting
can only be casted if the unit has already casted this turn and doesn't have either Twisted Spirit or Broken Spirit
apply the Twisted Spirit prom to the caster: -50% combat percent, Held, 100% expire;
has near 65% chance to remove "hasCasted" and enable a new spell to be cast;
however, it has 30% of also giving Mindwrecked: 50% chance to fade, -10 spell damage, 75% chance to miscast;
on top of that, has 5% chance of giving Crazed;
also has tiny chance to give either Ascended Spirit: +20 spell damage, +1 Spirit Affinity
OR Broken Spirit: -80% combat percent, 5% betrayal chance, -20 spell damage​
Unseen Haven
can only be cast in forests/jungles or on hills
only the units having a level equal or superior to the caster's level can enter the square of the caster, who's now held;​
Green Veil (one of the simplest, yet one of the best too)
gives the Green Veil promotion: +50% resistance to Cold, Fire, Lightning and Poison​
Green Boom
can only be cast in cities
can cause war
range of 2
damage to 60 (max 100) units with poison damage
has a chance to destroy improvements​

Kha System

The Kha System is complex. It was fun to create but it certainly isn't that fun to play with; I think I fell in one of the traps Kael talked about in "How to design a mod".

So, the Kha starts with a Recordbook promotion. This promotion allows him to gain a Blank Page with each level (plus the one he starts with). The Blank Page allows the Kha to choose one Song to learn. In a city, the Kha can cast a "reset recordbook" spell to change which songs he knows.

The Songs are divided in two types: the Songs and the Refrains. Songs are simple spells having a one-time effect. Refrains are spells continuously casted every turn, having the Kha held to cast them. It is possible to cast a "Stop Singing" spell while casting a Refrain, so, next turn, the Kha would be able to move again.

Also, the Kha can cast the Tales ability in cities, adding a Tales building to it and generating a lot of culture (depending on many things) in the city, at the cost of its own life.

The Kha System will certainly undergo a massive reworking for the next next version. I hate it right now. Well, I hate Refrains and the way the Recordbook works. I think I'll go for a more traditional (in FFH domain) way. Also, I think I'll give the Kha two upgrades: the War Kha and the "Divine Kha".

Anyway, here are the Songs:

Hymn of the Defeated
removes Loyalty and Courage from enemy units in a 1 range
has a chance (Level * 5) to give the Terrified prom to enemy units​
Fiery Wangole
gives the Hasted promotion to friendly units in the caster's stack
has a small chance to give Enraged as well​
Infuriating Drums
gives the Infuriated promotion to friendly units: +25% collateral damage chance, 100% expire​
Aria of Swiftness
gives the Swiftness promotion to friendly units: +2~3 first strikes, 100% expire​
Ballad of the Pink Tongue
must be cast in cities with occupation anger
10% chance to be miscasted
if succeed: removes the occupation anger
if miscasted: +5 occupation anger​
The Refrains:
Melodies of Life
gives the Is Singing Melodies of Life promotion to the caster: heals units in the same tile +30%/turn​
Whispers
can only be casted on a pasture
adds 1 Commerce and 1 Production on the tile (as long as the caster is on it)​
The Impregnable
gives the Impregnable promo to Melee, Archer and Recon units: only defensive, double defensive bonus, +1 defense Strength, removed after combat​
Eyes of the Sea
adds the Seaseeing promo to units in the stack: +50% defensive strike chance, +25 defensive strike damage, 75% expire chance​

Civics

Both are in the Economy category. They start with Gnoll Tribes and cannot switch to anything else than Gnoll Council.

Gnoll Tribes
no upkeep
+25% distance maintenance modifier
-25% number of city maintenance modifier​
Gnoll Council
requires Code of Law
high upkeep
+50% distance maintenance modifier
-80% number of city maintenance modifier
+1 Happy in largest cities
+2 Trade route in each city
No foreign trade routes
No foreign corps
+50% food and production from trade
+100% commerce from trade​

Promotions

Shur Arcanes I, Shur Arcanes II
grant access to, respectively, Shur I and Shur II spells​
The Shur Arcanes are secrets that will remain unintelligible to most of people even if they were revealed. It takes a Shur mind, a mind made of the Green Sea to grasp their meaning. And with it, the abyss opens and reveals its wonders.

Child of the Councillors
immune to the Enraged promotion
immune to Domination
+25%:strength: against Barbarians​
Since they were born, they had been drowned into the myths of the Councillors. They will forever remain faithful to those who made them survive through time.

Mbumgwushur
+1:strength:
+10 spell power​
It takes more than some fireworks to please those who watch at the Shurmbumgwu. It takes ear-tearing eye-widing fireworks.

Some more mechanics

They gain some culture every time any unit dies near a city.
They can gain some promotions after combat giving the unit a "food stock" that is possible to put in a city.

Some more culture

Matriarcat
The Ngomele follow a matriarcal society structure. It can be seen by the fact that seven leaders out of eight were female at the time Mvadang began the unification. The sole male, Migeng of the Bwungi, was fool enough to refuse a meeting and was killed during the Veve assault. More intricate marks are seen in the way unions are realised: the groom has to come to the bride's house at foot (wherever might it be) and he will stay here. Basically, no man stays where he was born and no man can even stay where he lived with his wife if she died.
No man can ever participate in the Council. They watch and listen only. Women can participate and can become Councillor. Men can freely play in a Mbumgwu or have any other job. When writing was discovered, they were denied the right to use it at first. Then they earned it (or maybe they were given it) but not many use it already.
Women are favored in the army. They're generally stronger and quicker than men. It doesn't mean than men are forbidden. They're simply secondary. The contrast is even more clear in the magical branch: little to no male Shur exists or has existed. Women are very strict when it comes to the Green Sea.

Naming
Ancient names where mostly composed by a first name and the tribename. Sometimes, as Nga Eye-Eater and Banung the Blind, a determinative was added and the tribename not used. Sometimes after the unification, determinative became more widespread than tribenames; these were quickly abandoned in favor of determinatives. They may look like family name but they're not; the determinative is likely to change during one's life according to one's deeds and it isn't passed upon children. Upon daughters, the first name of the mother is passed, along with a personal first name (Nga Shuwa With-the-Pink-Tongue, a great poetess, is a typical example: Shuwa is her mother's first name, Nga is hers and With-the-Pink-Tongue is her determinative, given according to the fact that, before reading out loud her poems, she always ate a pink-coloring flower to ease her mind). Nothing is passed upon sons: they just get a first name and, later, a determinative.

Credits

Art for Vungu is (c) Jae;
Art for Banung the Blind is (c) Jacob Probelski;
I need to find the author of the Mvadang picture.
 
Overall I like it, but I think the combination of the world spell, the council tree, and the nature affinity given the hero and the arcane line is a bit overpowered. Rather than 3 affinity for the hero and 1 for arcane units, I'd say make it 1-1.5 and .5.

You may have issues getting artwork, but if you happen to own Warcraft, you can rip the gnoll graphics using Game Extractor.
 
Their world spell for causing a random amount of nature mana could be game-breaking, though
 
I like these guys, a lot. I've long been wanting a nature-centric race that wasn't elven. A few suggestions:

- Affinity 3 for anything poses balance issues, especially when you've given them two extra ways of getting nature mana. I'd suggest pulling back on that a little bit. From your description, it sounds like Banung would be a support unit instead of a combat monster. I'd suggest terraforming abilities, some form of recon spell, and/or buffing abilities rather than affinity.
- You'll make things simpler on yourself (and reduce promotion clutter on the units) if make the cannibalize effects a part of the Gnoll race.
- I would advise against making them agnostic, as they have so much in common with FoL. You could, however, use unique units and buildings to make FoL very different for them to represent the Green Sea ideals. Maybe even make that unknown tech requirement for the Council Tree be Way of the Forests.
- The Heheishur seems a bit much. Compared to a normal Archmage they have two extra movement, at least two extra strength (assuming palace mana and the Council Tree), and an extra spell (what do those Shur spells do, anyway?). I'd suggest either toning it down or toning one of their combat lines down instead to compensate.
- Given the strong nature mana theme, consider giving them a small bonus yield from nature nodes.
 
Nice :)

suggestion: make them, just like the elves, be able to build on top of trees.

if you decide to make the grean sea a religion in your modmodmod, it should be the only religion they can adopt. if you don't make it a religion, FoL would seem the most natural.

If you make it a religion, make sure it has enough differences with FoL, else it would be an unnessecary change, wich you could easily implement in you civ.
 
In reference to WoW, get a free trial so you can download the stuff
 
Well, first, thanks for answering. I didn't made any change yet because I have little time. However, I did take your comments into account.

A Golden Dragon said:
if you decide to make the grean sea a religion in your modmodmod, it should be the only religion they can adopt. if you don't make it a religion, FoL would seem the most natural.

If you make it a religion, make sure it has enough differences with FoL, else it would be an unnessecary change, wich you could easily implement in you civ.
far_wanderer said:
- I would advise against making them agnostic, as they have so much in common with FoL. You could, however, use unique units and buildings to make FoL very different for them to represent the Green Sea ideals. Maybe even make that unknown tech requirement for the Council Tree be Way of the Forests.
I won't make them agnostic; so I won't create the Green Sea religion. I don't think it's necessary; it's also a work I don't want to do right now and that I can incorporate in the unique-units/buildings of the civ. I will do brainstorming about how I can adapt FoL to their own beliefs. And I think I will make the Council Tree available at Way of the Forests. Seems a great idea :)

A Golden Dragon said:
suggestion: make them, just like the elves, be able to build on top of trees.
Oh, didn't think about that. As they wouldn't cut down trees, it's perfect. However, I hope that won't make them too elven... Seeing improvements and forests in same tiles has a distinct elven feeling, at least for me.

@far_wanderer: I like your ideas about the nature node and merging cannibalize and gnoll race. I had thought about the latter but, don't know why, I ruled it out. Maybe because I thought "How to make the race so that it gives the Cannibalize promotion?" while I just have to edit the healing rate after combat. I would have to make it so that they can't learn Cannibalize, though.

About the nature node, is it possible to increase its yield for a civilization? I don't remember it being possible. I would have to check that. Still, would 1:food: and 1:hammers: be too much?

The most striking advice is: tone it down! And I got it. I will certainly rethink Banung as a buffer; after all, she's that in her relationship with Nga Eye-Eater: she's a sort of adviser for the Councillor. I'll also rework the affinities. I didn't know I could use decimals, though. Can I really? That'd be great.

The world spell: When I said "random (?)", I meant that I don't really know. Maybe the number would be equal or proportional to some other thing. Maybe it could be scalled to the number of cities and the size of the map. Or it could be another spell entirely.

The Shur spells: I don't have many ideas right know. May be some terraforming/buffer spells, at least for Shur II, as it would be nice to have them available for Banung (and as she's the sole unit that can use them). I could add a Ngomele specific event that could grant Shur II to one Heheishur... Hm.

I have a problem with FoL: it's fitting great with the Ngomele but I don't think Kithra Kyriel would be the kind of hero they would "create". Yvain is good, though. So, I could try to make Kithra unbuildable for Ngomele and I could add another hero only buildable for FoL Ngoleme. It could make the "Green Sea FoL" quite good, I think. I'm not sure how this would be recieved though.

Valkrionn said:
WoW's models are mostly likely too high poly... Warcraft 2 or 3 would be better. Now that I'm mostly done with my mod, I'll look into ripping them. :goodjob:
Oh, that would be nice since I don't own the game(s). However, if you don't feel like doing it after all, don't beat yourself, I'd get my hands on them. It's up to you :)

Again, thanks for the comments :)
 
Oh, didn't think about that. As they wouldn't cut down trees, it's perfect. However, I hope that won't make them too elven... Seeing improvements and forests in same tiles has a distinct elven feeling, at least for me.

Maybe only allow specific improvements in forests? I get the feeling they'd be just fine building a town in the forest, but probably wouldn't be able to farm it.

@far_wanderer: I like your ideas about the nature node and merging cannibalize and gnoll race. I had thought about the latter but, don't know why, I ruled it out. Maybe because I thought "How to make the race so that it gives the Cannibalize promotion?" while I just have to edit the healing rate after combat. I would have to make it so that they can't learn Cannibalize, though.

Not hard to do, as I believe Ahwaric imported the Allow/Exclude tags from FF. Just put this in the racial promotion:
Code:
<PromotionExcludes>
	<Promotion>PROMOTION_CANNIBALIZE</Promotion>
</PromotionExcludes>

About the nature node, is it possible to increase its yield for a civilization? I don't remember it being possible. I would have to check that. Still, would 1:food: and 1:hammers: be too much?

It is now with Jean Elcard's new code. ;) In the civilization infos page, look for a ImprovementYieldChange tag near the bottom of a civ's entry... Should be used already to make elven farms yield less food.

The most striking advice is: tone it down! And I got it. I will certainly rethink Banung as a buffer; after all, she's that in her relationship with Nga Eye-Eater: she's a sort of adviser for the Councillor. I'll also rework the affinities. I didn't know I could use decimals, though. Can I really? That'd be great.

The world spell: When I said "random (?)", I meant that I don't really know. Maybe the number would be equal or proportional to some other thing. Maybe it could be scalled to the number of cities and the size of the map. Or it could be another spell entirely.

The Shur spells: I don't have many ideas right know. May be some terraforming/buffer spells, at least for Shur II, as it would be nice to have them available for Banung (and as she's the sole unit that can use them). I could add a Ngomele specific event that could grant Shur II to one Heheishur... Hm.

I have a problem with FoL: it's fitting great with the Ngomele but I don't think Kithra Kyriel would be the kind of hero they would "create". Yvain is good, though. So, I could try to make Kithra unbuildable for Ngomele and I could add another hero only buildable for FoL Ngoleme. It could make the "Green Sea FoL" quite good, I think. I'm not sure how this would be recieved though.

Personally, I think they would worship very differently from the Elves, while following the same basic tenants, so I'd say replace nearly all FoL units with UUs, while keeping the same basic functions.

Oh, that would be nice since I don't own the game(s). However, if you don't feel like doing it after all, don't beat yourself, I'd get my hands on them. It's up to you :)

Again, thanks for the comments :)

I'm actually looking at doing it now. :goodjob: Figure the models would be useful for the Warhammer mod's Skaven as well.
 
Maybe only allow specific improvements in forests? I get the feeling they'd be just fine building a town in the forest, but probably wouldn't be able to farm it.
That is harder to do. It is possible, but you would have to go back to the pre-BtS mechanism of having seperate build orders and seperate units. Captured workers/slaves would be unable to build in forests, and Gnoll Workers could be used by human/ork/dwarf civs to build in forests.
 
I really like the idea of gnolls and I'm looking forward to playing them. Your flavor ideas are really great. Nevertheless I have some suggestions to make their playstyle a bit more unique.
You could give them a free Soul Forge building (of course with a different name) in every city - but with :food: instead of :hammers: (Something like 2-5 :food: per killed unit - the exact amount had to be tested). IMHO would make perfectly sense for scavengers, wouldn't be too overpowered and would enable a unique playstyle (especially interesting against the barbs).
Of course improvements on forests would be possible but I consider repeating a mechanic somehow boring. Why don't you improve plains for them instead as 1. there is no civ using it 2. it fits gnolls anyway as hyenas live there nearly exclusively in real world. Something discreet like +1 :food: +1:hammers: or +1 :commerce:.
 
@Imuratep: I like the Scavenger building idea. I thought of doing a pagan temple giving +3 food but it seems a better idea and it's very flavorful. However, I looked in the XML for the Soul Forge code and couldn't find any reference to that bonus... is it handled by python?

As for the plains and building on forests, its true that they revere all nature and not just the trees. I thought of giving them buildings improving terrain and no improvement (they would prefer to let the nature untouched) but it would cause issues for resources and for balance as well: it may be much easier to improve all the tiles at once with one building; but it may also be much harder to use base terrain without having the capability of improving it while the city is building something.

Valkrionn said:
I'm actually looking at doing it now. :goodjob: Figure the models would be useful for the Warhammer mod's Skaven as well.
That's great then! Looking forward to see them (in fact, I did some research and found that there exists at least six (or five, not sure) different models in Warcraft III, which is already great).

Looks like I'll have more work to do with all the FoL units. That's cool! I'll try getting the Civilization and Leaders code done tomorrow or the day after. Time to settle some things.

Thanks all of you for your concern. I greatly appreciate it :goodjob:
 
You want CvEventManager.py for the Soul Forge code, shouldn't be hard to adapt.

In def onUnitKilled:
Code:
iSoulForge = gc.getInfoTypeForString('BUILDING_SOUL_FORGE')
for iiX in range(iX-1, iX+2, 1):
	for iiY in range(iY-1, iY+2, 1):
		pPlot2 = CyMap().plot(iiX,iiY)
		if pPlot2.isCity():
		pCity = pPlot2.getPlotCity()
			if pCity.getNumRealBuilding(iSoulForge) > 0:
				pCity.changeProduction(unit.getExperienceTimes100()/100 + 10)
				CyInterface().addMessage(pCity.getOwner(),True,25,CyTranslator().getText("TXT_KEY_MESSAGE_SOUL_FORGE",()),'AS2D_DISCOVERBONUS',1,'Art/Interface/Buttons/Buildings/Soulforge.dds',ColorTypes(7),pCity.getX(),pCity.getY(),True,True)

You'd want to add a new variable for the building, and then swap all references to 'Soul Forge' and 'Production' with the name of your building or variable, and food.
 
The world spell: When I said "random (?)", I meant that I don't really know. Maybe the number would be equal or proportional to some other thing. Maybe it could be scalled to the number of cities and the size of the map. Or it could be another spell entirely.

the world spell could simply convert all mana nodes on the map to nature mana and spawn barbarian treemen on all mananodes not in your border.

I have a problem with FoL: it's fitting great with the Ngomele but I don't think Kithra Kyriel would be the kind of hero they would "create". Yvain is good, though. So, I could try to make Kithra unbuildable for Ngomele and I could add another hero only buildable for FoL Ngoleme. It could make the "Green Sea FoL" quite good, I think. I'm not sure how this would be recieved though.

Make a Kithra UU for the Gnomele then. so they cant build kithra but CAN build this other hero that is more in their flavour.


Figure the models would be useful for the Warhammer mod's Skaven as well.

WOOOOOT!!!
 
this sounds really cool.
 
If the tags were imported, you can set the gnoll racial ability to grant you food every time you defeat an enemy. It doesn't distinguish between living and non-living enemies though, so may cause a few "Huh?" moments when killing a fireball adds 2 food to the nearest city.
 
If the tags were imported, you can set the gnoll racial ability to grant you food every time you defeat an enemy. It doesn't distinguish between living and non-living enemies though, so may cause a few "Huh?" moments when killing a fireball adds 2 food to the nearest city.

I really like this idea! This would make the civ really unique and give big incentives to go to war. Although I think the food going to a random gnoll city rather than the nearest city would work better... especially if someone could code a pooled civ food code.
 
xienwolf said:
If the tags were imported, you can set the gnoll racial ability to grant you food every time you defeat an enemy. It doesn't distinguish between living and non-living enemies though, so may cause a few "Huh?" moments when killing a fireball adds 2 food to the nearest city.
Unfortunately, they wasn't. I just check UnitSchema.xml of both Orbis and FF; YieldsFromWin is present only in the FF version. Sad but I can get along with the Soul Forge mechanic (at least for now... *looks toward Ahwaric*).

Psychic_Llamas said:
the world spell could simply convert all mana nodes on the map to nature mana and spawn barbarian treemen on all mananodes not in your border.
Well, that's a good idea. I'm not sure yet about the world spell. I thought about it but nothing really "dinged" as of now.

@Valkrionn: Thanks for the code and good luck for ripping those graphics :)

I just began to make the CivilizationInfo of the Ngomele and I ran into something I had forgotten: the select/order sounds. I've not tried all of them and I think I'll use vanilla BTS ones, as the other civs do... So I searched to find which one were already used. Here's the list of the ones I can use freely:
Spoiler :
American
Aztec
Chinese
English
Greek
Incan
Japanese
Korean
Malinese
Ottoman
Portuguese
From this list, I'd say that the Malinese set fits rather well, considering the linguistic feel I gave to them. However, I prefer the Zulu set. The Maya one may be good too, but they are, respectively, owned by Clan and by Mazatl. As Bannor and Scions share the same set (Rome) I may use the Zulu one after all.

Also, I would like it to be the most modular possible. All XML should be (I don't see why it wouldn't, really) but the python bit for the Soul Forge mechanic is not possibly modular, so... well, there will be a non-modular bit. That's annoying.
 
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