Rise of Darkness

In the next version of Rise of Darkness I will be implementing a new feature called the Hinterlands. I wanted to get it out in the open before the release so that I could get some feedback and suggestions before it is released.

The basic idea of the hinterlands is to delay developement in the early game by limiting growth and adding new features that will for a short time create an unenterable area that has requirements to both settle and explore.

The Hinterlands in the original thread that it was proposed in.

The Hinterlands

Adds new gameoption: Hinterlands when enabled it will enable all of the hinterland features.

When the map is generated an area around each unit of 3x3 will be created in which settling, building, and travel are possible. Outside of this area all of these actions will be impossible. These plots are marked by a mouseover text that calls them "Wildlands".

There are several ways remove this wilderness. The first would be to wait for your culture to go over this area which will cause it to lose it's wilderness. The second is after turn 125 (Modified by Gamespeed) plots that are next to a culture-filled tile will lose their wilderness. The third is that after turn 250 (Modified by Gamespeed) all wilderness will be removed from the game.

I have one other method but it may be too hard on the AI. I may add a spell called "Mapping" that requires Catography, 120 gold and can only be casted by a recon unit. It will remove the wilderness from the tile but I fear it could not be understood by the AI.

The only way to settle into Wildlands without clearing them is performed by the Kuriotates who can settle in wildlands with either new cites of with settlements.

A way to get by blocking of movement is also enabled. There is a new promotion called "Wildlander" which allows the units with them to walk in wildlands. This promotion is added to your starting scout and provides +5% to the unit's healrate. Other ways to get this are that it is given by the hunting lodge building, it can be given to any unit with Combat 1 and it can be bought in the capital for 30 gold.

There are a few other ways to get through wildlands. The Promotions Orc and Werewolf (Also used as the Doviello Racial) allow movement into wildlands. Another final faction that has immunity to the wildlands is any Barbarian unit.

The final feature in the Hinterlands is that some features and terrains require either a promotion or technology to enter.
  • Forest- Cartography or Elf
  • Ancient Forest- Hunting or Elf
  • Desert- Exploration or Nomad
  • Trackless Desert(Spawned in large areas of desert)- Writing or Nomad
  • Hills- Crafting or Dwarf
  • Crag(Spawned in large areas of hills)- Bronzeworking or Dwarf
  • Tundra- Ancient Chants or Werewolf or Winterborn
  • Ice- Warfare or Werewolf or Winterborn
    Edit:
  • Jungle- Exploration or Orc
 
What about jungle?

What about civs that don't have those special promotions, is it a bit over powered for those civs with promotions?

And is AI capable of reserching the most apropriate tech?
 
Sorry, I forgot about jungle in there.

The techs are rather early as most civ start with one of them and for those that do not the AI is programmed to research early on anyways.

The promotion enters may boost the Clan of Embers and the Doviello but both civs are early rushers and have weak lategames so they should be able to enter so that this mechanic as balanced. If not it would be a powerful nerf on those civs.
 
I would almost see it as being a boost to the Kurios ... but I guess testing shall see.
 
Well, I finally finished up Hinterlands so the next version of Rise of Darkness should be ready in about 2 weeks. As a little spoiler check this out:

Spoiler :
Civ4ScreenShot0070.jpg


PieceOfMind's Combat Odds Mod, looks pretty cool doesn't it. Another little graphical thing I want to do is add in the Great person bar from FF.
 
Version 22 is ready:
  1. Added HinterLands
  2. Imported Piece of Mind's Advanced Combat Odds Mod
  3. Added new leader: Licina, Good (Cult of Nikito)
  4. Added new leader: Koli, Evil (Cult of Nikito)
  5. Added several new minor heroes for the Cult of Nikito. Gained by researching techs
  6. Nikito only spawns under Nikito leader
  7. Licina may sometimes recieve the unit Valient when a Cult of Nikito unit dies
  8. Koli may sometimes recieve units when a unit dies in his territory (Req Library of Souls)
  9. Garrim Gyr gains Arc trait
  10. Golems can now use Armor
  11. Iron Golem is now metal Golem
  12. Golems have ranged strength (no range)
  13. New Building for Luchurip: Tech Shop
  14. Units built in a city with the Tech Shop may recieve some promotions based in avaliable mana [ Enchantment1, Enchantment2, Enchantment3, Metamagic 1, Light, Heavy, Earth2, Dimensional1, Air1 ]
  15. Golems can cast Retrofit to add the build effects of the city they are in to them
  16. Doviello units can turn into werewolves during 'The Blazing Sword (Camuelos)'
  17. Constelations cause more minor effects in the game
  18. Added Creation Sphere
  19. Creation 1- Machine Alive- adds hasted to not alive units
  20. Creation 2- Cornucopia- creates a 4 :food: providing temporary building in the casters city
  21. Creation 3- Motivations- transfers 5 experiance to the strongest unit in the stack. this unit only recieves 3 experiance
  22. Creation 3 + Combat 3- Populous- Extends city radius to 3 while caster is in this city. All units in this city lose 1 experiance per turn
  23. Creation 3 + Life 3- Turns units into the caster's stack into animals
  24. Added some parts of Malakim+
  25. Malakim have Citadel UU: Citadel of Light: can cast Pillar of Fire
  26. Any unit can build a Fort (unit)
  27. Lowered cost of Fort and Fort -> Citadel upgrade line
  28. Fort's culture grows more resistant and may not be quickly overthrown by cities
  29. Castles (Improvement) provide +1:commerce: and +1:hammers:
  30. Citadels (Improvement) provide +2:commerce: and +2:hammers:
  31. Completion of an Aquaduct creates the Cistern feature to provide freshwater from the city (from Orbis)
  32. Fixed an error with the Push spell that could push Lair Guardians off of their lair
  33. Added Rise of Darkness menu instead of replacing Hyborem
  34. Dragon Following requires Priesthood instead of Fanaticism
  35. New D'Tesh UU- Necromancer/D'Tesh's Assistant: Stronger and Necromanced units are stronger
  36. Wretched promotion slowly give experiance
  37. New D'Tesh UB- AlchLab/ Dark Tombs: Creates Slaves and Necromances units that die near the City
  38. Added in D'Tesh Worlspell: Undeath's Dominion: All D'Tesh units capture Slaves at 100% for a short time
  39. Added Leash System: Some units (Lair Guardians, Acheron) will be leashed instead of held. Leashing allows them to still move but they can only go a certain distance from their city or Lair
  40. Added new civ: Inimici: Gladiators
  41. Leader: Karalithiam (Agg, Org, Evil)
  42. Promotion: Thrall: +10% Heal after combat
  43. Worldspell: Decimation: All Inimici units at or above level 3 gain experiance but those under level 3 die. The experiance is determined by the amount of units that die.
  44. UB- Palace- Provides Marble, Chaos Mana, Force Mana
  45. Units built in the Capital may start with Strong
  46. UB- Market/Slave Market- Allows buying and Selling of Slaves
  47. UB- Theatre/Colluseum- +2 :) Req Marble
  48. UB- Training Yard/Gladiatorium- Req Marble
  49. Hero- Karalis: 10:strength: 2 :move: Req Mithril Working, Sorcery can use weapons 50% chance to capture slaves s/w Thrall Can Cast: Skirmish , Cast Net
  50. Spell- Cast Net- Holds enemy units for a short time
  51. UU- Ranger/Animal Warden- Can Cast Train Animal
  52. Spell- Train Animal- gives Animals Crazed, Enraged and, Thrall
  53. UU- Beastmaster/Beast Warden- Can Cast Train Beast
  54. Spell- Train Beast- gives Beasts Crazed, Enraged and, Thrall
  55. UU- Champion/Gladiator- 25% capture slaves s/w Valor, Thrall
  56. UU- Immortal/Lanista- 50% capture slaves s/w Thrall
  57. UU- Berserker/Retialius- 25% capture slaves s/w Thrall Can Cast: Cast Net
  58. UU- Phalanx/Murmillo- 13/14:strength: 25% capture slaves s/w Thrall, Heavy Can Cast: Skirmish
  59. UU- Knight/Charger- 13/7:strength: 25% capture slaves s/w Thrall, Light, Body1, Channeling1
  60. UU- Longbowman/Vallum- 25% capture slaves s/w Heavy Can Cast Entrench/Detrench
  61. Spell- Entrench/Detrench- Toggles the promotion Entrenched
  62. Promotion- Entrenched- Double Fortify Bonus -2 Attack
  63. UU- Marksman/Cerevallum- s/w Heavy Can Cast Entrench/Detrench
  64. UU- Crossbowman/Altus Vallum- 7/13:strength: +3 Def Strikes Can Cast Entrench/Detrench
  65. Inimici slaves can upgrade into Gladators
 
Looks sweet, but when I dled it (fresh start... again) it showed up as .21. Did I dl the wrong link, or...?



Edit: Oh wait, it IS .21. Is .22 ready but not available for dl yet, or am I missing it like a n00b again?
 
Sorry, about that. I accidentally left a spell in from my testing for the leash system that caused CtDs when a person or probably the AI would cast it.

RoD.22 Patch A:

  1. Fix Python errors from Koli's waning and Train Animal and Beast spells
  2. Allow slave market to buy and sell slaves
  3. Removes a spell that caused CtDs and nothing else

_______________________________

Looks sweet, but when I dled it (fresh start... again) it showed up as .21. Did I dl the wrong link, or...?



Edit: Oh wait, it IS .21. Is .22 ready but not available for dl yet, or am I missing it like a n00b again?

What do you mean? Because of the new size of Rise of Darkness I had to move it to filefront with a link to Civfanatics. When you try to download it do you get it right off of the Civfanatics Download page or a link to Filefront?



Glad to see some of the Malakim+ changes move to other mods.... Getting the graphic effect for the Citidel to work was a pain. :lol: Also... how did you limit movement into a terrain? I'm wanting to do something similar.

I had to use some DLL work to get it done. To find everything I did just search the Changed files on the third post for the text "Knowslows" and "Wildlands" and the limiting of movement by tech or promotion should show up.
 
I followed the link on the first page here that said "Download." Went to an off-site. I'll try again...
Edit: Possibly problem solved.

Edit2: New problem! Uninstalled completely, reinstalled... and now I get an IMMEDIATE "Civ 4 Bts has stopped working" crash.

Problem signature:
Problem Event Name: APPCRASH
Application Name: Civ4BeyondSword.exe
Application Version: 3.1.3.1
Application Timestamp: 48310000
Fault Module Name: CvGameCoreDLL.dll
Fault Module Version: 0.0.0.0
Fault Module Timestamp: 4a3eab6d
Exception Code: c0000005
Exception Offset: 00080d60
OS Version: 6.0.6000.2.0.0.768.3
Locale ID: 1033
Additional Information 1: eb4b
Additional Information 2: f0ba61663ed0456e746fa8052330fe73
Additional Information 3: 5a0b
Additional Information 4: dee7f91f08b32ef11c0755757ac26801


That's the extra info, if it makes any difference. I've uninstalled then reinstalled, even so much as re-downloading/patching FFH2 JUST for this just in case I modded something accidentally, and I keep getting that same thing.
 
RoD.22 Patch B (breaks savegames):
  1. Incorporated Honor's Arcane Mastery mod
  2. Added to Pedia and fixed some TXT_KEYs
  3. Fixed Trait changes
  4. Fixed Hinterlands
  5. Fixed python for units on death
  6. Added in Inimici city names
  7. All leaders now have death quotes
  8. Culture is now at normal (pre 3.19) growth rates

___________________________________________


I followed the link on the first page here that said "Download." Went to an off-site. I'll try again...
Edit: Possibly problem solved.

Edit2: New problem! Uninstalled completely, reinstalled... and now I get an IMMEDIATE "Civ 4 Bts has stopped working" crash.

Problem signature:
Problem Event Name: APPCRASH
Application Name: Civ4BeyondSword.exe
Application Version: 3.1.3.1
Application Timestamp: 48310000
Fault Module Name: CvGameCoreDLL.dll
Fault Module Version: 0.0.0.0
Fault Module Timestamp: 4a3eab6d
Exception Code: c0000005
Exception Offset: 00080d60
OS Version: 6.0.6000.2.0.0.768.3
Locale ID: 1033
Additional Information 1: eb4b
Additional Information 2: f0ba61663ed0456e746fa8052330fe73
Additional Information 3: 5a0b
Additional Information 4: dee7f91f08b32ef11c0755757ac26801


That's the extra info, if it makes any difference. I've uninstalled then reinstalled, even so much as re-downloading/patching FFH2 JUST for this just in case I modded something accidentally, and I keep getting that same thing.

I'm not sure what is wrong but here's a really stupid question: Did you patch BtS to 3.19? That is the only thing I have ever seen that error with. Hopefully patch B (RoD) will fix this error that you're getting.
 
Finally got it working. Is Inmicia.... playable yet? Started them, "Play now," and noticed two things. One, all their units stared with Escape. Two... their "Capital" is Txtkey Inmicia yadayadayada.


Aaand instant CtD apon USING escape. Even after you've created your capital
 
...... Patch b?

Darn it man! Label! Your! Downloads! >.< Ok, assuming it's the one over the quick fix... or at least I'm gonna try that one..
 
Well it's working now... sorta. Crashes to desktop more then ussual... used to be once every 5-6 games, now it's once every 50-100 turns, EVERY game. Even WITH lairs off which is ussually the problem...

Gonna try turning hinterlands off. (:( liked that...) and see if that does it.

No dice. In fact, it only lasted 20 turns that time. :/ Any way I can find out what's causing this...?
 
Are the errors that you are getting repeatable?

If so try sending me a savegame attached to a post because with Patch B I haven't gotten a single CtD in any of three games going over 200 turns so far.

There is two things that may be a problem so far that I have found. There still is a problem with the other Nikitan leaders when they get a unit and I may have found a memory leak in the constellation events. (I just noticed that it applies to every player Including Barbarian which could cause a memory leak)


Edit: Found a memory leak after recieving a C++ error from the Orphaned Goblin Event. Fixed in Patch C.
 
MAybe it's the events related one.. I play with the double event frequencies to that would make sense, and to ME it seems... random. I don't save so I don't know what's hapening, but it's rarely something I've done as far as I know. It happens on the opponent's turns all the time...
 
Here is Patch C linked to the third post.

RoD.22 Patch C:
  1. Lair Bosses are leashed within five tiles of their lair
  2. Fixed an Memory Leak that caused turns to grow exponentially longer until causing a MAF
  3. Constellation Events will no longer spawn for the Barbs
  4. Fixed a Python error in the Machine Alive spell
  5. The Eye of Bhall and The Soul Lord guardians are now leashed instead of stationary
  6. The Throne of Hell Improvement is no longer spawned as a Unique Feature, created instead at AC 30
  7. The Throne of Hell will spawn very nasty demons unless it has a unit on top of it


____________________

I think that I cleared up most of the problems for now but if anyone gets a python error or a repeatable CtD tell me about it here.


Now I can finally get to repamping the Hippus with a new mercenary mechanic as well as finally making Bandits bribeable.
 
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