Rise of Darkness

New to the mod here. Are the Ais in your mod able to spring/sanctify tiles?

Not yet, that is one of the things I want to do in .23.

<Message about bad install removed>

In the starting options, there is 'ADVENTURE MODE', what is it?

This:
AFAIK that's hidden option used when you play RPG-like scenario ... ((it's used in scenario where you play as amurite wizard))

Look like a nice mod, might try it out... also did you know that the picture you used for cult of nikito is a warhammer fantasy picture?

Hmmm... the art I used for Nikito was a FfH minor leader. I guess that the picture is shared between the two mods.

Many texts are not translated for example description of world spells (Undeath Dominion, etc.). That's really hard to appreciate the result then.


Many, many texts are not translated.

Some are a bit strange, like the fabled Divinisiasonist :goodjob:
Diviner would be better, believe me :D

Aside that, great job!

I can't really run the game right now so I can't see what TXT_KEYs need filling in (I'm also lazy) but I will try to get all worldspells filled in in the next patch.

Nothing is translated into other languages. I don't have a translation team and simply feeding text into a translation page would probably cause the meaning to be lost in many places. If anyone wants to translate I would be very glad and would credit you on the first page.

Diviner would sound better. Thanks for the name, I always hated the length on that word.
 
You're welcome. I added 3 more translations of my own, if you want to plug them, but there are a lot of missing translations, and when you are new to the game it is a bit hard to understand. World spells really need one sentence (we don't ask you to be verbose, just give the effect). Also I never managed to understand what Agathile roads can do (no translation either).

<TEXT>
<Tag>TXT_KEY_UNIT_CYRO</Tag>
<English>Cryomancer</English>
<French>Cryomancer</French>
<German>Cryomancer</German>
<Italian>Cryomancer</Italian>
<Spanish>Cryomancer</Spanish>
</TEXT>
<TEXT>
<Tag>TXT_KEY_EQUIPMENT_ARKITAN_WINGS</Tag>
<English>Arkitan Wings</English>
<French>Arkitan Wings</French>
<German>Arkitan Wings</German>
<Italian>Arkitan Wings</Italian>
<Spanish>Arkitan Wings</Spanish>
</TEXT>
<TEXT>
<Tag>TXT_KEY_EQUIPMENT_BOW_OF_CHIRON</Tag>
<English>Bow of Chiron</English>
<French>Bow of Chiron</French>
<German>Bow of Chiron</German>
<Italian>Bow of Chiron</Italian>
<Spanish>Bow of Chiron</Spanish>
</TEXT>

Side note, Agathile roads show a magenta color near the city tile (graphic glitch).

I also modded your fort/fortress graphics from golems to Heart of Stone graphic. This is a personal preference sure, but I prefer to see a shield sprite on my fortress than various kind of golems, less confusing :)

About fort etc. I noticed 2 glitches:
a) you can arm forts which are not in your cultural border
b) you can by selecting several units create several forts units at once

Is it on purpose that the cost is paid when the effect is triggered? You can go in the red because of that. I think it would be better, if feasible, to pay the cost when the button is clicked and add a condition of available money.

There is also a typo on coluseum, it is Colosseum
 
By the way, while Hinterlands is a great concept, it could definitely use some tweaking. I was a bit puzzled during my first attempts at Rise of Darkness when none of my units could move at the beginning - I'd spawned at a desert. I also noticed that barbarians were immobile in the wildlands as well.

I suppose giving all starting units and barbarians the wildlander promotion would be a step towards fixing these annoying problems.
 
Hi cyther! I'm finally trying out your modmod in a full game! What a surprise, huh?

First thoughts: the installation. Not quite good. I have to copy the FFH2 folder myself and the installer doesn't install in the proper directory by itself. May I suggest you to make it so your installer automatically copy the needed files (aka all FFH2) and detects the install path of Civ4? Or is there a reason why it isn't already like this? I can help you with that, if you want. It's not really hard :)

I'm going to play, now!

Edit: And a desktop shortcut! Need one! NOW! :p
 
You're welcome. I added 3 more translations of my own, if you want to plug them, but there are a lot of missing translations, and when you are new to the game it is a bit hard to understand. World spells really need one sentence (we don't ask you to be verbose, just give the effect). Also I never managed to understand what Agathile roads can do (no translation either).

Agathile roads are simply better roads, they require Dimensional mana to be built.

In my lore they are connected to Ceridwen and function by disconnecting the users from reality. It is used in raw form to create these roads but there are other, purer forms of it do strange workings when combined with magic. It is enchanted within Tomes of Nikito to allow the shapeshifters to control their form and create new shapeshifters.

There is also a Mirror made of Agathile located somewhere in Erebus. Koli, the evil Nikitan leader had it but Nikito stole it from him and brought it to Erebus (He later lost it). It is the purest form of Agathile and powerful demons wish to use it to control and corrupt humans.

<TEXT>
<Tag>TXT_KEY_UNIT_CYRO</Tag>
<English>Cryomancer</English>
<French>Cryomancer</French>
<German>Cryomancer</German>
<Italian>Cryomancer</Italian>
<Spanish>Cryomancer</Spanish>
</TEXT>
<TEXT>
<Tag>TXT_KEY_EQUIPMENT_ARKITAN_WINGS</Tag>
<English>Arkitan Wings</English>
<French>Arkitan Wings</French>
<German>Arkitan Wings</German>
<Italian>Arkitan Wings</Italian>
<Spanish>Arkitan Wings</Spanish>
</TEXT>
<TEXT>
<Tag>TXT_KEY_EQUIPMENT_BOW_OF_CHIRON</Tag>
<English>Bow of Chiron</English>
<French>Bow of Chiron</French>
<German>Bow of Chiron</German>
<Italian>Bow of Chiron</Italian>
<Spanish>Bow of Chiron</Spanish>
</TEXT>

Cyro is actually a person, I think I have several stories about him.
Spoiler .23 Pedia - Tome of Nikito :

"A book with most strange properties" said Aladain as he looked up from the pages.

"What is it?" asked the rather frightened looking Amurite adept to his master.

The book holds a story inside of it. A most strange story written in a strange substance. I can't identify what it is. It also is binded in runes that appear to be of both mind and body magic.

Bring it to the Library, Orthin.

"Yes, Master" Orthin said.

Orthin was far better than his last apprentice, a lazy fellow by the name of Morin. He was always helpful and probably would end up teaching his own adepts one day if he didn't get blow to bits by a rather nasty spell or mana flare.

The book was in his hands. He felt something that Aladain hadn't felt. It came from the book but also from him. A power that he had never felt, anyone ever felt before.
Orthin then opened the book without knowing and saw the words, he felt them and the words were him.

Aladain turned around feeling a strange buzz on the air and saw Orthin surrounded by magenta runes. He yelled to his adept but Orthin didn't hear him as he changed.

Aladain laid a barrier in the room much like one that would be created almost a year later in a room from which only Kael Coelbane would survive.

When he was done he saw his apprentice walking towards him. He appeared different, the man in front of him was Orthin but looked also like many other man at the same time. Where Orthin had been weak the new Orthin was glowing and muscular and looked commandingly at at former teacher. He spoke in enmity at his Aladain in a voice not his own.

"Aladain, this books was not for your eyes. You are not as gifted as Orthin, his skill is great and yours is far less. It is nothing compared to mine. In a mere two years he would have become the youngest battlemage ever and in another two you would have died at his hands in the caverns. You should thank me really.

But unfortunately, you have sealed off this room from all exit and entry. Not a problem really as I am far outside and Orthin is inside. The only thing I need now is the word that you used to seal the room and Orthin can easily take it from you in his new unstable form. He will also be able to take some interesting spells that a scholar such as you would know. Don't worry about him knowing these spells anyways, I am taking them for myself.

Neither you nor Orthin will remember anything that happened here. In fact, Orthin will not have any memory from his life as Orthin or of anything at all until he stabilizes. In his new life he will be called Cyro and he will grow to become the most powerful mage in the future Nikitan empire. Good bye, Aladain and thanks for the apprentice."

Cyro picked up the book on the floor and muttered a few words. Aladain collapsed to the floor and the barrier broke around the room. He became a giant raven and flew out the window away from Cevedes and onto his new life.



The pedia for the Citadel of the Tides and his pedia in .23 will continue his story from his arrival in the Citadel of the Tides and a later tale when he is leading a group of shapeshifters to war.

Side note, Agathile roads show a magenta color near the city tile (graphic glitch).

That is because Agathile is Magenta. (It also is vulnerable to water in impure form used in Agathile roads)

I also modded your fort/fortress graphics from golems to Heart of Stone graphic. This is a personal preference sure, but I prefer to see a shield sprite on my fortress than various kind of golems, less confusing :)

I might be able to make the fort a real graphic of the fort, castle, citadel itself but I wonder what it will looks like if an unit attacked or if there was one stationary fort (improvement) and one reacting to an attack or rotating in midair. It appears not to do that so I'll put in in in a patch.

About fort etc. I noticed 2 glitches:
a) you can arm forts which are not in your cultural border
b) you can by selecting several units create several forts units at once

Is it on purpose that the cost is paid when the effect is triggered? You can go in the red because of that. I think it would be better, if feasible, to pay the cost when the button is clicked and add a condition of available money.

There is also a typo on coluseum, it is Colosseum

You should be able to build fort outside your border but not more than one at the same time. Forts are sort of like a military district. They totally dominate the plot that they are on in culture. They can be placed anywhere with a few exceptions.
1) You must be able to enter their borders. Forts can exist if you have open borders or are at war with a leader.
2) There should not be more than one fort on a tile at a time.
3)There is not exception three!!!

I think I will remove the time delay from the fort spells as it allows multiple forts to be made.

oops forgot, if you can reinstate the 'gift units' function, that would be awesome to help your vassals ;)

I think I could. I may be able to modify the DLL so that is only accepts units if the leader is a vassal/team member and not human and if the unit doesn't go higher than the national limit for the reciever. There would never be human to human gifting.
By the way, while Hinterlands is a great concept, it could definitely use some tweaking. I was a bit puzzled during my first attempts at Rise of Darkness when none of my units could move at the beginning - I'd spawned at a desert. I also noticed that barbarians were immobile in the wildlands as well.

I suppose giving all starting units and barbarians the wildlander promotion would be a step towards fixing these annoying problems.

I will have to fix that, currently with Hinterlands on the Starting scout will get Wildlander. I'll probably leave it like that but the starting settler promotion allows walking in wildlands.

The Barbs appear to be having their problem because the Barb civ techs very poorly. I'll probably allows Barbs to be immune to Wildlands effects as it is a combination of them and nature that keeps most units out of Hinterlands.
 
Hi cyther! I'm finally trying out your modmod in a full game! What a surprise, huh?

First thoughts: the installation. Not quite good. I have to copy the FFH2 folder myself and the installer doesn't install in the proper directory by itself. May I suggest you to make it so your installer automatically copy the needed files (aka all FFH2) and detects the install path of Civ4? Or is there a reason why it isn't already like this? I can help you with that, if you want. It's not really hard :)

I'm going to play, now!

Edit: And a desktop shortcut! Need one! NOW! :p

Sure, I would be happy if you would tell me how to set up an installer or point me to a installer program like the one in FF and Orbis.

I think I did include a shortcut in the Mod folder. FfH has one like that too but it also creates one on the desktop
 
I'll point you to the same post I did Opera when she asked me for it... http://forums.civfanatics.com/showpost.php?p=7928682&postcount=19

Vehem posted an (almost) working install script there, just need to add [Setup] above everything else. It's for Inno, which is freeware, and works perfectly. Only gripe is you must generate a new AppId each time, or it will install to the last used directory... And seeing as quite a few mods use this now, that's probably a bad thing. Just highlight the {0C90088A-1467-4B0F-AFEE-B1EED9301319} section, and go to Tools/Generate GUID.

Here's what I'm using (same thing, slightly modified):

Spoiler :
[Setup]
AppId={{0C90088A-1467-4B0F-AFEE-B1EED9301319}
AppName=Fall Further Plus 020 Patch E
AppVerName=Patch E
DefaultDirName={reg:HKLM\SOFTWARE\Firaxis Games\Sid Meier's Civilization 4 - Beyond the Sword,INSTALLDIR}\Mods\Fall Further Plus\
OutputBaseFilename=Patch E
Compression=lzma
SolidCompression=yes
DisableProgramGroupPage=yes

[Types]
Name: "full"; Description: "Default installation"

[Components]
Name: "FFPlus"; Description: "Fall Further Plus Core Files"; Types: full; Flags: fixed
Name: "FF"; Description: "Copy Fall Further Files"; Types: full; Flags: fixed

[Languages]
Name: "english"; MessagesFile: "compiler:Default.isl"
Name: "french"; MessagesFile: "compiler:Languages\French.isl"
Name: "german"; MessagesFile: "compiler:Languages\German.isl"
Name: "italian"; MessagesFile: "compiler:Languages\Italian.isl"

[Tasks]
Name: "desktopicon"; Description: "{cm:CreateDesktopIcon}"; GroupDescription: "{cm:AdditionalIcons}"; Flags: unchecked

[Files]

Source: "{reg:HKLM\SOFTWARE\Firaxis Games\Sid Meier's Civilization 4 - Beyond the Sword,INSTALLDIR}\Mods\Fall Further 051\*"; DestDir: "{app}"; Flags: external recursesubdirs createallsubdirs comparetimestamp; Components: FF
Source: "C:\Mods\FFPlus\*"; DestDir: "{app}"; Flags: ignoreversion recursesubdirs createallsubdirs; Components: FFPlus
; NOTE: Don't use "Flags: ignoreversion" on any shared system files

[Icons]
Name: "{userdesktop}\Fall Further Plus"; Filename: "{reg:HKLM\SOFTWARE\Firaxis Games\Sid Meier's Civilization 4 - Beyond the Sword,INSTALLDIR}\Civ4BeyondSword.exe"; Parameters: "mod=\Fall Further Plus"; Tasks: desktopicon; IconFilename: "{app}\FfH Calabim.ico"

[Run]
Filename: "{reg:HKLM\SOFTWARE\Firaxis Games\Sid Meier's Civilization 4 - Beyond the Sword,INSTALLDIR}\Civ4BeyondSword.exe"; Parameters: "mod=\Fall Further Plus"; Description: "{cm:LaunchProgram,Fall Further}"; Flags: nowait postinstall skipifsilent
 
Ah, silly hamster!
I just wrote cyther a rather long PM with... all those informations... but not explained as good as by Vehem :mischief:
 
You're welcome :goodjob:

I began a game, at last. I had to reinstall FFH... Anyway, I played a bit but encountered a CtD. I will investigate that later. For now, feelings: wildlands are great! Very good feeling of exploration with dangerous lands you can't enter. Some questions though:

1) Why so many names for this feature? Hinterlands, Wildlands and another one in the DLL (Knowlows? I don't remember... A word I never saw before!).

2) How does the game determine if a desert tile should be a trackless one?

I liked the Sign being displayed at the bottom-right corner and having new effects, like that of Camulos which raised the AC surprisingly high at the start of the game :eek:

I saw a Soul something spawn out of Bradeline's Well. Frightening :lol:

I really like the interface upgrade, especially the new civ entry screen in the pedia and the production popup. Very likely to be imported to my mod.

I tried the Arkitan (I hope I got it right) civilization. Being not far in the game, I can't say much. I like the idea of a winged civilization though :)

I'm sure someone already told you this but it's a bit weird to see minor leaders' pictures being used for other leaders than... themselves.

Anyway, it looks very cool. One thing I don't like it's that it's running on the base FFH "engine". Worse than that is that it has the base tech tree too. I can't go away from Orbis' tech tree for a long time :lol:
 
You're welcome :goodjob:

I began a game, at last. I had to reinstall FFH... Anyway, I played a bit but encountered a CtD. I will investigate that later. For now, feelings: wildlands are great! Very good feeling of exploration with dangerous lands you can't enter. Some questions though:

1) Why so many names for this feature? Hinterlands, Wildlands and another one in the DLL (Knowlows? I don't remember... A word I never saw before!).

I made the feature at two different times. The Wildlands was dealing with most parts of the Hinterlands. Knowslows was part of disabling entry into a plot with a promotion or tech. The names will be set to Hinterlands when I recheck the system to allow barbs immunity to Hinterlands.

2) How does the game determine if a desert tile should be a trackless one?

It is completely random, the game will choose one out of every two desert plots and make it a trackless desert. The plots also will be made back into normal desert with time (10-99 turns)

I liked the Sign being displayed at the bottom-right corner and having new effects, like that of Camulos which raised the AC surprisingly high at the start of the game :eek:

I had to lower the strength of that Sign and Sirona's they caused the AC to bounce up and down 25 points.

I saw a Soul something spawn out of Bradeline's Well. Frightening :lol:

I really like the interface upgrade, especially the new civ entry screen in the pedia and the production popup. Very likely to be imported to my mod.

Every epic lair has a guardian that is spawned when a player walks on their plot. They can walk around but only a few tiles from their lair. They are all easily rushable if you are prepared to take them on. The only exception is Barbatos, that psycho takes over entire continents if he appears in his Necromancer form. The dude acts like a giant Mokka's cauldron.

The Interface was made by Grexfox back in FfH .32 I just imported it into my mod.

I tried the Arkitan (I hope I got it right) civilization. Being not far in the game, I can't say much. I like the idea of a winged civilization though :)

I'm sure someone already told you this but it's a bit weird to see minor leaders' pictures being used for other leaders than... themselves.

Anyway, it looks very cool. One thing I don't like it's that it's running on the base FFH "engine". Worse than that is that it has the base tech tree too. I can't go away from Orbis' tech tree for a long time :lol:

Yeah, I really should get some new art for the minor leaders. The Orbis tech tree is very interesting, I might try and import some things from it when I put in the Mechanos.
 
Problem encountered when playing as the Khazid. Game freezes when attempting to build dwarven mines. I've tried it out with a few game, but as soon as I start building it, next turn the game freezes.

-Colin
 
It is completely random, the game will choose one out of every two desert plots and make it a trackless desert. The plots also will be made back into normal desert with time (10-99 turns)
Okay. Maybe a bit extreme but I'm thinking you should make it so it's three out of four desert plots. When playing on, say, a PerfectWorld2 map, I would to be unable to fully cross a large desert. And, since it changes to a normal tile after some time, it's not that hard.

I had to lower the strength of that Sign and Sirona's they caused the AC to bounce up and down 25 points.
I remember some signs not giving an event popup and not seeming to do anything.

Every epic lair has a guardian that is spawned when a player walks on their plot. They can walk around but only a few tiles from their lair. They are all easily rushable if you are prepared to take them on. The only exception is Barbatos, that psycho takes over entire continents if he appears in his Necromancer form. The dude acts like a giant Mokka's cauldron.
:eek: Must see that!

The Interface was made by Grexfox back in FfH .32 I just imported it into my mod.
Yeah, I know. I wanted to import it too but I failed with the main python file that was horrible to merge. I think I'll try again using your mod rather :)

Yeah, I really should get some new art for the minor leaders. The Orbis tech tree is very interesting, I might try and import some things from it when I put in the Mechanos.
One thing is that in FFH, Hunting is damn hard to tech and I don't see why. Lorewise, I guess that Hunting would be one of the main technics learned during the AoI. So it seems pretty dumb to have it take 50 turns to tech.

As for the leaders pics, it shouldn't be hard. Need a bit of help or just some links? Or nothing? :p
(A cookie maybe?)

Edit: yeah, Khazad mine. Why was I able to select the build order but then got nothing on the tile?
 
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