Discussion in 'Rise from Erebus Modmod' started by Valkrionn, Jun 29, 2009.
This seems long overdue but congrats anw
How much are Rise from Erebus and Wild Mana alike? Where do they overlap and where do they differ? And why don't both teams just merge and make a sum total version if they are not contradictory and come from a lot of the same places anyway?
as for how does RifE works that WM doesnt I can only orient you here.
there are many differences in philosophy,
In many ways the civs have different mechanisms.
It's just that the modders dwelves in the same forums so good ideas from one mod are taken/adapted into the other and vice-versa. But I can assure you, these are 2 different games.
Maybe after both "magical systems" are put in place they will look a bit more alike ? I'm not even sure.
They are very, very different. Though honestly, a large part of that difference is simply due to the general philosophy of the design teams....
That post isn't a terribly good summary, I'll work on writing one up soon (after I finish checking all the threads from today ).
Both are implementing magic systems that are similar on an extremely broad scale (spells cost mana), but the specifics of each are quite different. IMO, they'll be more different than they are now, rather than more similar.
well, Valk if you do not agree with my summary, feel free to make one.
I didn't orient anywhere else as I don't think there are any general summaries on RifE anywhere.
I tried to tell the the game differences without entering into too many details;
I didn't want to tell each and every civ's differences (especially as I don't know them; only played 1 RifE game in the last 5months... and 5 WM games)
I could only give my feeling on them...
and appart from saying "different philosophy".. it's hard to tell.
But as you created RifE and played a bit WM and read a bit more the forums, I'm sure a post of yours on the subject would be excellent
Well, it wasn't that it was bad or that I disagree. It's just not complete.
Something that was posted on a different forum, by Grey Fox (NOTE: Made some minor edits so it flows better in this context):
But you'll notice that most of the information you have in this post that was not on mine are... civilisation mechanisms those I didn't want to dwell into! or they are things that exist also in WM (even if work a bit different) or are transparent for a lambda player. (barbs in 3/4 kinds, White Hand, emergent leaders, ranged combat, some civs... are already in WM in one way or the other).
IMO I really forgot :
-city spells !
-climate (but really closely linked to civilisation special mechanisms so.... :/)
-broader alignement... but I don't even understand what it does
There's a lot more, honestly, that was just a repost of something GreyFox had posted, as I said.
But really, both Rise from Erebus and Wild Mana are FfH modmods. Differences in the way we implement the various civilizations make up a LARGE part of the differences between the mods; Kinda have to dwell on them.
As for the things in WM from my list.... White Hand is not in WM. Emergent Leaders were, by and large, taken from Rise from Erebus and LENA (original idea, and many leaders, come from Notque's Minor Leaders mod.... But when you rename Minor to Emergent as RifE did, merge leaders directly including traits developed for RifE, you took them from RifE, not Minor Leaders). The civs generally came from the same source: Fall Further.
"A Cultural Control mechanic has been added; This means that certain improvements (principally forts) are now able to generate culture for you, and expand your borders. The AI has been taught this mechanic, and will build forts in areas it wants to claim but does not want a city in."
That, as far as I know, is not in Wild Mana. It totally should be; that sounds particularly awesome!
well... it is awesome but it requires some hard balancing as it allows to grab a lot of territory without even having to build settlers nor having to build culture into a city.
The kuriotates don't even need to build settlements ... why build settlers when forts can do exactly the same ? (well you have to do things unique for settlement...etc)
That was me trying to explain what was new and changed since FfH2 with FF and RifE.
I know, (we know) Valk gave all the credit to you
It is awesome. The Kurios and D'tesh both use the mechanic extensively.
All forts have a Fort Commander, and many civs have unique commanders; A mage for the Amurites, an enhanced Pyre Zombie for the Sheaim... The Mechanos can even turn the fort itself into a unit, movable only on Railroads and hugely powerful.
Well, the Kurios are going to get some changes, including settlements being one-tier cities capable of producing non-world limited items (non-wonders, non-heroes).
there seems to be a glitch in which the game doesn't allow you to have order and doesn't register order either spreading into a city or being founded
First off, this is the credits thread, not bug thread.
Second, run a play now game before using a custom game; There are hidden game options (including one to deactivate each religion) which may be activated if you switch from a different mod, due to the way Civ4 stores saved options.
Great mod. What is the theme music in the game launcher? I checked out the credited music from NIN and Silent Hill, but that didn't seem to be it.
Ah, sorry. That one was added later on.
It is The Room, by Akira Yamoaka, and appears in Silent Hill 4 like the old theme music.
Cool, thanks. However, I don't see that track on the official soundtrack on iTunes, and I can't seem to find it in the mod folder. Was it renamed to something else?
In the mod folder it is in Sounds/Diplomacy, and was renamed to Dtesh.mp3
Simpler to refer to it that way as it's immediately obvious what it is used for. The trackinfo was maintained, should have the real title there.
Got it. Thanks again.
Separate names with a comma.