1. We have added the ability to collapse/expand forum categories and widgets on forum home.
    Dismiss Notice
  2. All Civ avatars are brought back and available for selection in the Avatar Gallery! There are 945 avatars total.
    Dismiss Notice
  3. To make the site more secure, we have installed SSL certificates and enabled HTTPS for both the main site and forums.
    Dismiss Notice
  4. Civ6 is released! Order now! (Amazon US | Amazon UK | Amazon CA | Amazon DE | Amazon FR)
    Dismiss Notice
  5. Dismiss Notice
  6. Forum account upgrades are available for ad-free browsing.
    Dismiss Notice

Rise from Erebus Frequently Asked Questions

Discussion in 'Rise from Erebus Modmod' started by Valkrionn, Sep 4, 2010.

  1. Valkrionn

    Valkrionn The Hamster King

    Joined:
    May 23, 2008
    Messages:
    14,450
    Location:
    Crestview FL



    1. What is the intent of Rise from Erebus? Is there any core principle around which the mod is based?
      • Well, the mod started as just Malakim+, which affected only the Malakim.

        However, the intent of that initial mod is still very much alive, and can be stated in one sentence:

        Rise from Erebus aims to breathe new life into Fall from Heaven 2, by making existing civilizations more flavorful and fun to be play, introducing new content and mechanics, and simply making the game even more fun to play than it already is.

        That's it. The scale has expanded massively since then, but the intent remains the same; Make FfH more flavorful, interesting, and fun.

    2. Why are there so many Fall from Heaven modmods? Why don't you all collaborate on a single project?
      • We don't all form one collaboration mod because we have different views of how the mod should develop, and how we should approach certain issues. We've worked with Ahwaric (creator of Orbis) fairly closely in the past, but there are still some of his changes we disagree with, and it would be even less likely for a collab with WM to occur.

        Ultimately, it comes down to who we are as modders. Some of us have drastically different opinions on how to do things, and trying to get that to work in a single modteam is asking for trouble. As it is, Rise from Erebus has an excellent team, with 7 members; It is actually larger than the teams of most mods, let alone modmods.

        Besides, variety is a good thing!

    3. When is version ___ coming out?
      • When it's ready. We do not try to rush things out, rather we try to take our time and address as many issues as possible.

    4. What new civilizations have been added by Rise from Erebus?
      • We have a total of 12 new civilizations which ship with the mod, in addition to the 21 in Fall from Heaven. Of these, one must be summoned, and one is a module that can be deactivated.
        • Archos
          Spoiler :
          A civilization warped by it's proximity to spiders during the Age of Ice, the Archos are able to spawn Spiders and Scorpions.
        • Austrin
          Spoiler :
          Explorers, able complete a unique ritual which allows their recon units to found cities! Their cities automatically become regional capitals, so you are able to effectively create and use a far-flung empire.
        • Chislev
          Spoiler :
          A civilization reminiscent of Native Americans, with an anti-orc twist. They are fairly bland atm, but will be receiving a large boost with 1.4.
        • Cualli
          Spoiler :
          Your evil lizardmen, here. Will also be receiving a new mechanic.
        • Dural
          Spoiler :
          A civilization of scholars, able to study, but not truly follow, religions.
        • Frozen
          Spoiler :
          A summonable civ focusing on the Ice Sphere. They will be limited to White Hand only.
        • Jotnar
          Spoiler :
          Giant civilization. Massive overhaul planned, rather OP atm.
        • Legion of D'tesh
          Spoiler :
          A powerful Necromancer and his shambling horde of undead. Nuff said.
        • Mazatl
          Spoiler :
          Your noble lizards. Recently updated to allow you to follow religions.
        • Mechanos
          Spoiler :
          Steampunk civilization from Orbis
        • Scions of Patria
          Spoiler :
          Everyone knows these guys.
        • Mekara Order
          Spoiler :
          An order of transhumanist rebel Amurites, who have joined with a faction of Calabim.

    5. What civilizations have been changed by Rise from Erebus?
      • We started as a mod seeking to improve existing civilizations, and while we have expanded past that, it is still a goal we keep in mind. As a result, most FfH civs have been changed in some way.
        • Amurites
          Spoiler :
          Units able to gain spellspheres on creation, level based on certain UBs. Adept able to upgrade to non-arcane unitlines, it's upgrades able to gain Channeling 2... An entire civilization of potential fire2 mages? Yes, please!
        • Bannor
          Spoiler :
          Focusing on the commander mechanic; All units can promote along a Chain of Command, ultimately becoming a General with the potential for dozens of underlings. In addition, they gain access to the MultipleProduction mechanic, allowing them to produce more than one item in a turn... Assuming you have the hammers for it.
        • Clan of Embers
          Spoiler :
          Goblins have been removed from the civ (and will re-enter as a civ of their own!), as has the Warrens. Instead, they gain the MultipleProduction mechanic, and the Agoge, granting +40% military production. Overall, this pushes them into more of a midgame civ, as opposed to early.
        • Doviello
          Spoiler :
          At peace with Animals, able to spawn various animals in their cities, units cost no upkeep after successful combat and are able to steal weapons, can duel units to pass xp to the victor, and new units gain xp on creation, based on the average amount of xp units of their unitcombat possess.
        • Elohim
          Spoiler :
          Lose Tolerant, gain Pilgrimages.
        • Grigori
          Spoiler :
          Adventurers are spawned separately from GP, with all UBs providing towards it. They gain the Homestead improvement, which grants the Statesman specialist to the city working the tile. This specialist ALSO provides Adventurer points.
        • Khazad
          Spoiler :
          Gain Dwarven Mines, powerful but limited improvements.
        • Malakim
          Spoiler :
          Adapted to life in deserts, gain trade bonuses, unique improvements, and multiple new UUs.
        • Sheaim
          Spoiler :
          Gain a new warrior UU, earlier access to the Planar Gate, and a boost for Hell terrain; Hell increases the planar gate spawn.
        • Sidar
          Spoiler :
          Gain a new Mist mechanic.

    6. What new mechanics have been added in Rise from Erebus?
      • This is widely acknowledged as one of the places RifE shines. Other mods may do specific things better.... But none bring the mechanical depth available in RifE. As a small (and incomplete!) list:
        • New Leader Mechanic
          • Leaders have been split into Major, Minor, and Emergent status. Each type is meant to play differently, and with 1.4, will each have their own mechanic.
            • Major - Your typical leader, same as in BtS or FfH. These start out the strongest... but can also be the least interesting.
            • Minor - As of this moment, they have no unique mechanic. However, with 1.4 they will be given the ability to gain traits based on your actions in game.
            • Emergent - Currently they possess a form of the mechanic that will go to Minor leaders. In 1.4, they will be limited to a single trait which upgrades as you fulfill certain requirements.
        • Split Barbarian Factions
          • Barbarians - Undergoing a massive change... We will be able to spawn specific groups of units. Any unit, or a random unit of a specific unitclass, with various promotions. Even a commander. It will make for some very interesting barbarians.
          • Animals - Animals have been expanded (toned down from what they were in older versions, however!)
          • Demons - Demons spawn in Hell, at a rate based on the AC.
        • Cultural Control
          • Improvements (Specifically: Forts) are able to generate culture for your civilization. This is now done in the DLL, rather than via spell, and the AI understands the mechanic. All forts will have a Fort Commander, for which many civs have UUs.
        • Commander/Minion mechanics
          • Rather than add themselves to units, Great Commanders are now able to command them. They have a set Command Range and Command Limit, and their minions gain special promotions based on those of the commander. In addition, when a minion wins combat they pass a portion of their xp to the commander.
          • Commanders once again spawn from combat.
        • Ethical Alignments
          • We have added an entirely new alignment axis, Lawful/Neutral/Chaotic. This adds new depth to leaders and religions.
        • City Spells
          • Exactly what it sounds like; Your cities are now able to cast spells. As of now, the mechanic is primarily used by World Spells and the Sidar, but it will be expanded upon.
        • Modular Python
          • This particular mechanic doesn't really effect the player, but it allows for FAR more complex modules; Those that would not have worked together before, are now fully compatible. This has created a very active modding community.

    7. Are there any accessories for the mod?
      • Yes!
        • Game Launcher
          • Developed in conjunction with Modular Python, this launcher allows you to configure active modules, maps, INI settings, and how you load (Main Menu, save, last autosave, etc).
        • Website
          • We have a blog, where we announce new mechanics and plans.
          • We have a wiki, where players are free to contribute and assist in developing a useful informational tool.

    8. Why are there only two mapscripts? What do the options mean?
      • We only recommend using Erebus Continent and World of Erebus, as they contain features designed for RifE. However, the launcher contains support for activating other maps that we include, but are deactivated by default. These maps include the standard Erebus included in FfH, and all standard BtS maps.
      • As for the map options... Detailed explanations of all options can be found here.

    9. Will there be a Rise from Erebus for Civilization 5?
      • In short, no. We feel that without Kael, recreating Fall from Heaven is in poor taste. However, much of the Rise from Erebus and Fall Further teams are involved in creating a new mod, titled Eden; It will be a fantasy mod, but I cannot say more on the subject at this time. ETA is unknown, as we need DLL access.
      • The Eden Team is made up of Grey Fox (as lead design), myself, Opera, Xienwolf, and Warkirby. We also already possess a (private) team forum, first for a Civilization 5 mod on CfC.
     
  2. Valkrionn

    Valkrionn The Hamster King

    Joined:
    May 23, 2008
    Messages:
    14,450
    Location:
    Crestview FL
  3. Valkrionn

    Valkrionn The Hamster King

    Joined:
    May 23, 2008
    Messages:
    14,450
    Location:
    Crestview FL
    Last one I'm reserving.

    Feel free to ask questions! As you ask them, I'll add to the thread.
     
  4. northeaster345

    northeaster345 Chieftain

    Joined:
    Jun 30, 2010
    Messages:
    29
    Frequently Asked Question #7
    When is version ___ coming out?
    :p

    Edit: but seriously is there an ETA on 1.31?
     
  5. colddog

    colddog Chieftain

    Joined:
    Sep 4, 2010
    Messages:
    2
    First post. The mod has revitalized my interest greatly. It is a lot to take in.

    What is Armageddon and how does it work?

    How do the many victory conditions work? (Mouse-over popup description in then victory panel would be sweet)

    .....Specifically, does the game end when the "turns left" end?

    I'll undoubtedly be back with a few more. The victory condition explanation is critical for me to formulate a sound beginning strategy and would help me "hit the ground running."
     
  6. colddog

    colddog Chieftain

    Joined:
    Sep 4, 2010
    Messages:
    2
    When starting a game...


    What is Cohesion?

    What is Flavor?


    SELECT A SMART CLIMATE - I think what this does is change the world climate based on the civilizations that end up starting on the map.

    .....What is the difference between "On (override climate selection)" and "On (modify climate selection)" ?

    SELECT A ANCIENT CITY RUINS - I think thats a grammar error in that title for the screen. Besides that, what is "Place ancient city ruin cluster"?
     
  7. Valkrionn

    Valkrionn The Hamster King

    Joined:
    May 23, 2008
    Messages:
    14,450
    Location:
    Crestview FL
    I'll add a question about that to the first post... :p

    Anyway, to answer the specific question: Nope. We need ~20 more spawngroups, and I need to redo lairs. I've been distracted by a module I'm making, though... Hopefully, the effort will be appreciated, as it will ship with 1.31. :lol:

    Good questions... I'll work on answering them, they'll take some detail.

    Map questions? I can add that too. For now, check this thread. http://forums.civfanatics.com/showthread.php?t=308590
     
  8. dunedainjedi

    dunedainjedi Chieftain

    Joined:
    Oct 20, 2009
    Messages:
    117
    I know it's been discussed ad nausem, but a explanation of the new werewolf mechanic would be a nice heads up too new players.
     
  9. Valkrionn

    Valkrionn The Hamster King

    Joined:
    May 23, 2008
    Messages:
    14,450
    Location:
    Crestview FL
    I'll add that to the list as well. Have to write an explanation for Werewolves, Hell, and Victory Conditions.

    Edit: First post updated with questions about when version X will be released, and maps.
     
  10. Blacklanner

    Blacklanner Chieftain

    Joined:
    Apr 27, 2010
    Messages:
    78
    Adding a section with links for modules for the current version would be really helpful. I thought i'd seen a post with that somewhere by Valkrionn, but no idea where it is if it exists.

    edit
    lol found it again on the official download sticky. still might be helpful to cross link that from the faq for people being dense like me.
     
  11. PPQ_Purple

    PPQ_Purple Techpriest Engineer

    Joined:
    Oct 11, 2008
    Messages:
    2,627
    I second that.

    Also, I have a question, where do I submit my module once it is complete?
     
  12. black_imperator

    black_imperator Chieftain

    Joined:
    Dec 4, 2005
    Messages:
    943
  13. Valkrionn

    Valkrionn The Hamster King

    Joined:
    May 23, 2008
    Messages:
    14,450
    Location:
    Crestview FL
    Yep, it's in the second (or third? Can't remember) post of the download thread. I'll put a question about that up in the FAQ though.

    Make a thread for it (either keep the one you have or make a new one; Clean one would probably be best), and then do what Black_Imperator said.
     
  14. PPQ_Purple

    PPQ_Purple Techpriest Engineer

    Joined:
    Oct 11, 2008
    Messages:
    2,627
    How do Great Commanders work. What is the thing with command range? Do I have to keep my units within N tiles for them to have any effect or something?
     
  15. Calavente

    Calavente Richard's voice

    Joined:
    Jun 4, 2006
    Messages:
    2,555
    Location:
    France
    I second that one.
    What is the base range for a commander ?
    how does it work ?

    I my horse has 3 moves and attacks in same turn at 2distance from commander : what happens ?
    on mouseover, from 2 tiles away, it seems the minion promotions are taken into account, but if I move once before attacking, the minions promotion have disappeared.
     
  16. Milaga

    Milaga Chieftain

    Joined:
    Jan 19, 2008
    Messages:
    470
    Commanders have a zero command range unless specified otherwise. That means they need to be on the same tile to get any promotions. If it says it has a 1 tile command range the units must be within 1 tile. They can attack outside that range and still get the bonuses, but once they actually move to a tile outside the range they will lose the promotions. If they move back, or the commander moves so that they are back in range, the promotions are regained.

    When you mouseover for combat odds, those odds would be what happened if you attacked that turn. Once you move, of course those odds might change. And unless the commander moves with you, you will lose your promotion. Even if you click to attack from two tiles away, you still will need to move to the intermediate tile before attacking.
     
  17. Sjru

    Sjru Dragonite

    Joined:
    Mar 4, 2010
    Messages:
    613
    Location:
    Argentina
    Questions: What do I need to enable/do the Pax Diabolis ritual?
    How I can enable & do Curse the Land ritual?
    Will they be implemented someday?

    How babby is formed?
    How women get pragnent?
     
  18. Valkrionn

    Valkrionn The Hamster King

    Joined:
    May 23, 2008
    Messages:
    14,450
    Location:
    Crestview FL
    Pax Diabolis requires you to be following AV. Once completed, it allows any unit in the city to cast a spell; That spell destroys the city, but causes peace with demons. They require a sacrifice for peace.

    Curse the Land is not enabled, and likely will not be. The AI cannot handle it.
     
  19. Cão

    Cão Chieftain

    Joined:
    May 7, 2010
    Messages:
    12
    How do Sidar Mist work?

    I wnt to attack a city, but it says that I need Perception +5. There´s another way to attack it?
     
  20. Valkrionn

    Valkrionn The Hamster King

    Joined:
    May 23, 2008
    Messages:
    14,450
    Location:
    Crestview FL
    Perception can be gained via any +visibility promotion, mist can be temporarily removed via an Air 1 spell, and perception can be boosted for the stack via a Sun 1 spell.
     

Share This Page