Rise of Darkness

By Epic lair you mean the dungeon graphic or the unique feature? Because I walked and explored quite a lot of 'dungeon' lairs and never got a bad ass...

I'm talking of you here:
http://forums.civfanatics.com/showthread.php?t=207873&page=43
;)
Really, magenta = glitch for anyone having been confronted to PC games bugs!

Also, about Cyro or Cryo or whatever, I did not understand that this was supposed to be an hero, as the Refugees had 4 of them. Also, as there is no background, it does not help knowing who the hell he is.

You should also change 'enarmored' to 'enamored' I believe. Unless it is 'armor' that you want and not 'love' (amor in Italian, so enamored...). Also, if we can get some background on heroes, that would be cool.

Aside that, so good, so far. Deity game past turn 300...

Ooops I forgot about Agathile Roads. Ok, you told me they were better, but nobody can build them, they just appears in the city tile... (and really, you should recolor them differently, some gold or silver aspect would be best, if they are a bit magical as in good olde MoM !)
 
By Epic lair you mean the dungeon graphic or the unique feature? Because I walked and explored quite a lot of 'dungeon' lairs and never got a bad ass...

Just walking on Epic lair ex: The Aifon Isle, The Broken Sphelcher, etc. creates them.

I'm talking of you here:
http://forums.civfanatics.com/showthread.php?t=207873&page=43
;)
Really, magenta = glitch for anyone having been confronted to PC games bugs!

I guess it will make everyone ask about bugs. See the bottom of the page.

Also, about Cyro or Cryo or whatever, I did not understand that this was supposed to be an hero, as the Refugees had 4 of them. Also, as there is no background, it does not help knowing who the hell he is.

You should also change 'enarmored' to 'enamored' I believe. Unless it is 'armor' that you want and not 'love' (amor in Italian, so enamored...). Also, if we can get some background on heroes, that would be cool.

Aside that, so good, so far. Deity game past turn 300...

I'll fix Enamored thing. As for Cyro I don't know why there are so many of him, the Refugees get units that die so the Cult of Nikito must be recreating him somehow.
Edit: Found it, the Nikitan minor heroes were created in every city. The Refugees probably got a few of the strongest ones when they died.

Ooops I forgot about Agathile Roads. Ok, you told me they were better, but nobody can build them, they just appears in the city tile... (and really, you should recolor them differently, some gold or silver aspect would be best, if they are a bit magical as in good olde MoM !)

How about this:

Civ4ScreenShot0084.jpg


I isn't gold or anything but it looks a lot less like a bug. I may have to find another way to require building them if I remove the Dimensional mana prereq. I'm thinking some repair or accident events instead of a flat out per turn cost.
 
Hmm, you're right. There is no page in the Civilopedia that speaks of Routes.

This is what I'm doing:

Current Agathile roads:
  1. Work like Railroads did in Civ4
  2. Require Dimensional Mana
  3. Costs 10 Gold
  4. Require 10 turns to build

23 Agathile roads:
  1. Work like Railroads did in Civ4
  2. Require 10 turns to build
  3. Costs 20 Gold
  4. Can trigger events
 
ok, I need dimensional mana! Now I know how to do them.

By the way:

<PromotionInfo>
<Type>PROMOTION_CREATION1</Type>
<Description>TXT_KEY_PROMOTION_CREATION1</Description>
<Sound>AS2D_IF_LEVELUP</Sound>
<UnitCombats>
<UnitCombat>
<UnitCombatType>UNITCOMBAT_ADEPT</UnitCombatType>
<bUnitCombat>1</bUnitCombat>
</UnitCombat>
</UnitCombats>
<Button>Art/Interface/Buttons/Promotions/Creation1.dds</Button>
<iAIWeight>50</iAIWeight>
<BonusPrereq>BONUS_MANA_CHAOS</BonusPrereq>
<PromotionPrereqAnd>PROMOTION_CHANNELING1</PromotionPrereqAnd>
<PromotionNextLevel>PROMOTION_CREATION2</PromotionNextLevel>
</PromotionInfo>

This should be BONUS_MANA_CREATION methink.
 
Machine Alive: I finally understood what it is doing. Perhaps because I had to look into the Python code to understand ;) Really, you should add a basic description to spells before adding new features, players can't really guess. 'Perform a haste on non living units' is enough...

So the question is: why my forts can't be hasted (just to know...)

About forts: I managed to load a fort into a ship, then unload it into my city. Rince and repeat to stack forts units. Not sure it is a big exploit, after all I paid for forts garrisons and I'm not placing it into my cities like archers, but if you want to do something about it, it is ok ;)
 
Machine Alive: I finally understood what it is doing. Perhaps because I had to look into the Python code to understand ;) Really, you should add a basic description to spells before adding new features, players can't really guess. 'Perform a haste on non living units' is enough...

So the question is: why my forts can't be hasted (just to know...)

About forts: I managed to load a fort into a ship, then unload it into my city. Rince and repeat to stack forts units. Not sure it is a big exploit, after all I paid for forts garrisons and I'm not placing it into my cities like archers, but if you want to do something about it, it is ok ;)

Hmmm... I'm not sure if I'm not ok with that. I guess that because the improvements that they are on (except for normal forts to prevent AIs putting them over Mana nodes) act as a water route. It could be very exploity but I think I might will prevent them from boarding ships.

But this is think very cool. I might add a new Unit with a nat limit of 4: Floating Castles. They would be confined to seas but could enter land squares if there is a city or Castle/Citadel there. They would have to be created by a spell. Perhaps a spell for workboats only to change a normal Castle into a floating castle. This is my proposed unit:

Floating Castle:
  • Nat Limit: 4
  • 5:move:
  • 5/15:strength:
  • Created by a workboat in the same plot as a Castle (unit)
 
No particular opinion on floating castles, why not. ;)

About Khazad mines, are they fixed? This is strange as even as they got the right civilization restriction, everyone can build them.

About Gifts Units, have you given some more thoughts on it, do you think it can make in the next version?

Also, I was thinking of a new concept: Dwarven tunnels. You would recycle the airlift code here, and it would only have a range of 8 as this would work as an early 'astral gate network' (from the start you can build the tunnels), but this would be a cool way of representing the Underground realm.

Last, I always felt that the Dwarven Vault were not enjoyable enough. What about instilling a bit more of greed? :) I mean, a percentage income on the stockpiled gold. The return on investment would diminish as the gold would get higher, so to prevent too much exploiting. Something like a 5% to 1% interest rate per turn on the accumulated gold, with a nice message (and the coins sound) telling you: 'You perceived 34 Gold in interest', would be kinda cool :) Just an idea...
 
No particular opinion on floating castles, why not. ;)

About Khazad mines, are they fixed? This is strange as even as they got the right civilization restriction, everyone can build them.

No not yet, I have one final (probably) patch before the next version and if I can find an art error it will be ready today. It does fix the dwarven mines.

About Gifts Units, have you given some more thoughts on it, do you think it can make in the next version?

I could get it in the new version. It does seem doable and rather simple. It just requires a bit of DLL work and a few restrictions.

Also, I was thinking of a new concept: Dwarven tunnels. You would recycle the airlift code here, and it would only have a range of 8 as this would work as an early 'astral gate network' (from the start you can build the tunnels), but this would be a cool way of representing the Underground realm.

Interesting, perhaps I could do this. If I give the Khazad an early UB of the Obsidian gate such as Gates to the Underhome it would work. I wouldn't be able to set a limit on the range though. It seems interesting.

Last, I always felt that the Dwarven Vault were not enjoyable enough. What about instilling a bit more of greed? :) I mean, a percentage income on the stockpiled gold. The return on investment would diminish as the gold would get higher, so to prevent too much exploiting. Something like a 5% to 1% interest rate per turn on the accumulated gold, with a nice message (and the coins sound) telling you: 'You perceived 34 Gold in interest', would be kinda cool :) Just an idea...

An interesting idea. Perhaps I could do something like this based on the amount they have their research/culture/gold percent on. I'll think about it.
 
Thanks for your answers.

There are bugs with 2 recurring events. They are bit too much recurring. First the ghost ship event (giving you a galleon and a lunatic). It happens every turn once it starts. I have to set the recurring flag to 0 to stop it. I received half a dozen of Galleons (I sunk them all but one as it was cheating), and it seems both Tasunke and Hyborem got a ten of galleons each, I presume from the same bug.

Also, the Disciple of Dragons events. once it starts, you get it each turn, no lull. Basically you have the choice of taking 2 turns of disorders or -1 pop, 4 turns of disorder and a small chance to eradicate them from the city? I managed to eradicate them, but as there was no lull between two of their requests (I piked thousands of follower I think), by city lost 7 population and got something like 25 accumulated turns of disorder. That is a bit too much.

I don't know who made these events, but the recurring flag has a problem or is working too well. There must be a lull between 2 recurring events, etc.
 
Nice catch, I found the first one earlier but avoided the second like the plague as I am the only person who knows the true destruction that the cult can cause. (It ends up only slightly better than what you had)
 
Patch I is out. There will probably be one more patch once Kael updated FfH to Patch E but the next thing will be a new version of Rise of Darkness.

RoD.22 Patch I
  1. Changed the Color of Agathile Roads
  2. Removed some more python intensive Constellation event effects
  3. Fixed a bug with Nikitan minor heroes that made them spawn in multiple cities
  4. Fixed a python error in bribing
  5. Bribing can't be used if it costs more gold than you have
  6. Calabim can feast to cities to death
  7. Ghost Ship event will not trigger every turn
  8. Fixed art glitch with Amurite Horse Archer
  9. Creation1 requires Creation Mana
  10. Starting Settler allows movement into Wildlands
  11. Cult Uprising event will not occur every turn
 
Thanks. I won't update before my next game, and as I mod-modded your mod, I don't want to overwrite my settings ;)

I have 3 things to report (Svartalfar Huge/Deity/turn 334 game as before):

a- Absorb Strength don't give the strong promotion to my units
b- Archmage sprite (for Svart) is immobile and looks suspiciously as an unanimated (and ugly thus) 3DS model.
c- Lord D'Tesh can be built by me (is it on purpose? fun though)
 
Thanks. I won't update before my next game, and as I mod-modded your mod, I don't want to overwrite my settings ;)

I'm curious what you did. I might use some of it.

I have 3 things to report (Svartalfar Huge/Deity/turn 334 game as before):

a- Absorb Strength don't give the strong promotion to my units

Odd, the XML is in there. I guess the game doesn't like mixing a damage spell and promotion spell. I moved it to python.

b- Archmage sprite (for Svart) is immobile and looks suspiciously as an unanimated (and ugly thus) 3DS model.

That is just the model. I don't like it very much but I can only do skins for models.

c- Lord D'Tesh can be built by me (is it on purpose? fun though)

Hmmm, that could use some fixing. Looks like I'll be putting out another patch soon.

General thing (vanilla FFH has it too): Sheuth Stone are considered worthless in exchange by others nations, so you can even ask for one without giving anything, even banana peels.

Got it. I'll give it a low value.
 
Here what I'm modding and why:

CIV4BuildingInfos.xml
Raised all conquests prob from 25 to 75.
=> I just hate when you lose and then recapture a city and it is back in stone age. With 75% probability, you still have 50% chance of losing each building.

I added a bit of gold income (from 1 to 4 depending of its innate cost) to many building (representing small scale commerce, like selling grains from the granary, etc.). Granary produces +1 gold, Herbalist +2 gold, Public Bath +3, Inn +3, Forge +4 etc.
=> This help play with a bit more gold, I always found that the game was too hard for leaders without special traits like financial etc. It can be related to my style of maps. I play huge maps and I have big drains on gold as soon as I start to expand. Also I like the added incentive. Even if you don't really need an herbalist for the health, you know you get +2 gold and it can help.

Courthouse and Dungeon reduce slightly the global war weariness. Again, in big long games you end up at war constantly. I often had in vanilla FFH size 20 city with WW of 20-30. I really hate that. For me, a huge empire geared to war (or knowing Armaggedon is coming) must be able to sustain perpetual war.

Courthouse gives +1 culture. Culture is influence in fact. A courthouse strengthen the government, so strengthen influence. Same can be said for others buildings.

Aqueduct cost is down to 120 prod and it gives 3 health. I always felt it was too weak. It can now be built (like carnival and walls) by supplies.

Supplies can be built with engineering (cost 120 prod). You can't build forge with it (that would be an exploit). This way, big cities can help young ones. In the end, I perhaps build 6 or so supplies per game, so there is no blatant exploit here.

Herbalist can build Healing Salve for 80 prod.
=> Again, I hate to have a withered rangers for 80 turns in a row, waiting to be healed indefinitely (by a priest yes, but I played Grigori last time and waiting for the Medic was extremely frustrating). If you try, you will see in the end that you don't build much of them, perhaps 3-4 per game.

Research Lab boosted a bit to +20% research and can build the blue and red Salve.

CIV4CivicInfos.xml
Two big changes. First I removed any changes altering food production. Because the AI can't handle the empire-wide effect of having food production altered. It can really screw it completely. So ...
Aristocracy don't gives -1 food. In exchange, upkeep goes to Medium and it adds -2 health.
Agrarianism don't gives +1 food. In exchange, it gives +1 gold per farm and +2 health. Everybody gets +1 food from farm (so a farm gives +2 food not +1 from the start). This also helps the AI in tundra... This way, an AI empire in tundra can still prosper. In vanilla: AI in tundra = very minor empire.

Also...
Undercouncil gives -25% maintenance from distance and -25% distance from #of cities.
Overcouncil gives -50%/-50%

Again, this is because I play huge games. I need to be able to capture enemy cities without having my economy butchered. As these reductions only trigger in the mid game, the early game is still difficult and you can easily over expand. Overcouncil gets a bigger boost, because Undercouncil votes are much more juicy, so it compensates. Now you have a difficult choice between the two.

Experience:
I gave +1 xp to units in both Nationhood and Military state. This allow an empire running 3 military civics to reach 5 xp.

CIV4ImprovementInfos.xml
I cut a bit in the dev time of fort/castles and cottages/town/cities. I felt it was too long.

CIV4PromotionInfos.xml
Bounty Hunter gives +5 gold and only requires Combat II. From my experience, it is now worth to expand a promotion to get it, before I would never do that for 2 gold ... As your empire progress you'll see you don't need the extra gold so much and you'll promote less and less units with BH. Early it can be a good source of income, something like 25 to 50% of it each turn, if you manage well. Nothing overpowering but now it has an interest.

I also reduced by two thirds (yes!) all max damages and damages of all spells, including destroy undead. I always found very abusive the damages levels that could be reached in vanilla FFH. Get one sorcerer with Air 2 and voila, you can completely screw an AI stack. Now you need 3... I know this is a rather big change, but really, it bothers me to no end to see a huge AI stack of 50 units halted and butchered just because you have a single sorcerer. If you are not convinced, do the maths. a unit with 40% damage has something like 1/4 of the chances of a unit with full health to win a battle...

Every spell that create a 'can not move effect' now generates a slow spell effect. It helps prevents the AI remaining stuck indefinitely (I think you know that as soon as one unit among an IA stack has the 'can not move effect', no units will ever move out of the stack?)

Combat I-V now only gives +1 to +3 spell damage.
 
Thanks for your answers in post #278 btw.

Also I'm considering these changes:
The Nexus costs upped to 900 and moved to National Wonder. Because it tremendously reduces micro managing and anything reducing MM really helps play big games. Obsidian gates costs reduced to 200. You now have a real choice: do I start building some 200 costs building or I wait for the 900 one to be finished.

Btw the change I would really hope to see one day in any mod or base FFH would be that the AI can at last clean up its empire (spring/sanctify/bloom). Wild Mana does that I think? ;)
 
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