Rise of Darkness

Unit_retialus is coming up incorrect on start/not found, but so far no issues from it...

Correction, CTD three times in a row after trying to open worldbuilder as Cult of Nikito, as... the good leader. Dunno name.
 
It may have something to do with the Retialius/Retiarius thing. Try the Quickfix that I just linked to post three, if that doesn't work upload the savegame from that CTD error you were getting.
 
Hi, welcome to the forums Amonhakai. Have you used the quickfix? It fixes an error in the loading XML. If that doesn't work then what error are you getting?
 
Few questions.

First, I initially had a problem installing the mod - it was giving me XML errors on startup. Fixing this required that I create a copy of FFH 2, name it Rise of Darkness v.22, then installing the mod. This is with BTS 3.19 and FFH 2 .41b. You may want to make your Rise of Darkness v .22 automatically create a copy of FFH 2 before installing itself in (Edit: or posting in your initial post that this is what you have to do).

Second. To start experimenting with the features, I decided to play as the grigori. Map settings are Pangea, large, with the options raging barbarians, aggressive AI, AI no building requirements, AI no level requirements, Hinterlands, new random seed on reload, all unique features, double bonuses, double events, and wildlands. It is turn 44, and I have had 5 adventurers spawn already, and the great person bar isn't yet full. While this is very nice for my later conquests (Say YES to high level whatever I want to upgrade all those adventurers too), somehow I feel that this may make the grigori slightly overpowered. Did you change anything with the grigori spawn mechanic? Or is something glitchy? Edit 2: This has to be a glitch... 11 adventurers by turn 91? The closest i've ever come to that was 9 by turn 450 on normal speed. If you want, I can post the save file - and 5 heroic warriors made VERY short work of my malakim neighbors.

Lastly, many of the unique units that your new races get show up in the tech tree for me, and also show up in my building browser. I am unable to build them. I currently have tome of truths in my "can build if you get the building" bar. If this is just that you haven't gotten around to cleaning everything up, its not a problem. But if this is unintentional then you may want to look at that.

-Colin
 
... Why can't that happen to me? ;_; I am lucky to get three by turn 120, fast setting...

Damn my . .. .. .. . luck. :mad:

Oh hae that reminds me. How the bloody hell do we get the heros for Nikito now? I won after maxing all techs as the "Good" leader, and tried playing until Archmages with the evil leader, and never got their heros... Didn't try with Nikito yet.

HOLY SH!T!!! Just started a grigori game. I have gotten thirty adventurers, normal speed, by turn 180... I've had the "Galleon" or whatever it's called event happen EVERY SINGLE TURN for the past sixty turns.... I've got more lunatics from that then I can count. And I've gotten six Muris goblins. Luckily, they were all in mountains. I love when that happens. Also had six mushrooms, two turtles, and a truffle.

Oh, and I've had two meteors fall at my capital. And then CTD'd a few turns after upgrading my four 100 exp adventurers into "Adepts" (then mages next turn, then archmages)

Yeah.
 
Wow, I should lower the rate at which the Grigori get Adventurers. They get them randomly now with python. Three months ago I butchered the FF scions spawning code to create that and I hadn't gotten an complaints. I guess that it is still too high.
 
Just started a new game this morning with this mod, and liking it so far. Only ~180 turns or so into a marathon game...

but. (you knew that was coming...)

There does seem to be something up with the repeat events as a few others have mentioned. I got the "choose the dorfs or the lizards" event 4x. So I have 6 dorf axemen guarding my borders atm, and would have 8 (assuming those 2 lived as well) except I chose the 'nope!' option.

Having the AC go from 1 to 12 on turn 2 scared the crap out of me. Then I realized it was from having the constellation change. Great idea! Would love to see more of this kind of constellation importance...I know that is on the wish list for the FF team. Not sure if they have started work on figuring out the constellations and their effects yet.

On turn 10, I found the Tower of Eyes, with Mind mana. Very nice.
Brought my scout to it, and out popped some humungous stone giant with a strength of 20. Not nice.

20? I mean c'mon, that's a bit much eh? Especially considering about 100 turns later, there was a 2nd one. No idea how the second one got popped, but I opened up the WB and deleted the roaming one :p And do these Guardians pop on all the explorable featuers? Pyre, Sepulcher etc? Bleh.

Was pleasantly surprised when my Bird Tamer attacked a Gryphon, and morphed into a Gryphon Rider. 50 turns later, I had circumnavagated the globe. Nice touch though :)

Oh yeah...and why can't these elves (Arkitan...) not create improvements on forested tiles like other elves. I might be making my very first non Fotl elven civ at this point. Really don't feel like chopping all that wood, and then replacing it all with blooming Priests.

Anyways, perhaps those Guardians should be toned down some...20 is pretty insane at any point of the game, but especially in the early going. And it takes a fairly important resource (even if it is a 1 use resource ala Ffh, instead of a repeating use ala FF) for all the civs in the early going. Those early Sages, Bards, Commanders etc can be really really important if you are lucky enough to get them.

Anyways, enjoying it so far, the good and the bad. Some great ideas in there. Thanks for making this!
 
Thanks for the feedback Gedwyn.

The Guardian (Guards the Tower of Eyes is only repeatable because I forgot to Fill in something in the Unitclassinfos to make it a unique unit) Does not really have 20 :strength: it really has 0 Attack and 20 Defense so it is really not a threat. If you were to get about five units with a first strike it would die pretty easily.

Most of the Lair guardians are not as powerful as it looked but they will start to wander around when given time.

The only exception to this is the evil Barbatos (Guards his tomb, the Broken Sepelcher). He is the most powerful and dangerous Guardian of them all because he summons things such as Earth Elementals and Wraiths to fight for him. He is triggerd by an event with two choices. One will spawn him in a normal form. The other (stealing him crown choice) makes him nearly unbeatable.
 
Hi, i get the same problem, even if i throw manualy file to dir. I get this error. After pressing ok for hundret times its the same problem but with diffrent files. I do it the same as readercolin say. Whats the problem? I have the same versions as him.
 

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What patch? I install rise of darkness on ffh renamed to rise of darkenss v.22 than install quickfix, and that is all, when i start errors ocure. I realy want to play your mod i was long waiting for some new civ to appear, pleas help.
 
The main Rise of Darkness in linked on the First Post which should bring you to a formal download page.

The Patch is linked onto the third post. I think that I will give it its own download page instead of just being linked.

After those two have been applied then you can apply the quickfix to it.

Does that answer your questions?
 
LOL man it works!!! Thanks. Are you going to add some new civ in the future? It would be nice. Thanks again. :goodjob:
 
Good to know. I'm planning on added in the Mechanos civ later but ATM there really isn't anything that I have in mind. If I think of something or if someone comes up with something really good then I'll probably put it in.
 
This is what I am using now:

Code:
	def doTurnGrigori(self, iPlayer):
		pPlayer = gc.getPlayer(iPlayer)
		py = PyPlayer(iPlayer)			
		pCapital = pPlayer.getCapitalCity()
		iAdventurer = gc.getInfoTypeForString('UNIT_ADVENTURER')
		iSpawnOdds = self.doChanceAdventurerSpawn(iPlayer)
		if CyGame().getSorenRandNum(30000, "Spawn Roll") < iSpawnOdds:
			newUnit = pPlayer.initUnit(iAdventurer, pCapital.getX(), pCapital.getY(), UnitAITypes.NO_UNITAI, DirectionTypes.DIRECTION_SOUTH)

	def doChanceAdventurerSpawn(self, iPlayer):
		if iPlayer == -1:
			pPlayer = gc.getPlayer(gc.getGame().getActivePlayer())
		else:
			pPlayer = gc.getPlayer(iPlayer)
			
		if pPlayer.getNumCities() > 0 and pPlayer.getCivilizationType() == gc.getInfoTypeForString('CIVILIZATION_GRIGORI'):
			iSpawnChance = 0

			iPalace = gc.getInfoTypeForString('BUILDING_PALACE_GRIGORI')
			iAdventurerGuild = gc.getInfoTypeForString('BUILDING_ADVENTURER_GUILD')
			iGrigTavern = gc.getInfoTypeForString('BUILDING_GRIGORI_TAVERN')
			iNumPalace = pPlayer.countNumBuildings(iPalace) 
			iNumAdventureGuild = pPlayer.countNumBuildings(iAdventurerGuild)
			iNumGrigTavern = pPlayer.countNumBuildings(iGrigTavern)

			iPalaceMod = iNumPalace
			iAdventurerGuildMod = iNumAdventureGuild
			iGrigTavernMod = iNumGrigTavern	
		
			iBuildingMod = (iGrigTavernMod + iAdventurerGuildMod + iPalaceMod) * 100
		
			iSpeedMod = 1
			if CyGame().getGameSpeedType() == gc.getInfoTypeForString('GAMESPEED_QUICK'):
				iSpeedMod = 2
			elif CyGame().getGameSpeedType() == gc.getInfoTypeForString('GAMESPEED_NORMAL'):
				iSpeedMod = 1
			elif CyGame().getGameSpeedType() == gc.getInfoTypeForString('GAMESPEED_EPIC'):
				iSpeedMod = 0.75
			elif CyGame().getGameSpeedType() == gc.getInfoTypeForString('GAMESPEED_MARATHON'):
				iSpeedMod = 0.5
			else:
				iSpeedMod = iSpeedMod
	
			iGTurn = CyGame().getGameTurn()
			iDecayMod = 1000 - (iGTurn * iSpeedMod)
			if (iDecayMod < 1):
				iDecayMod = 1
			
			iSpawnChance = round((iBuildingMod + iDecayMod),2)

			if pPlayer.getDisableProduction() > 0:
				iSpawnChance = 0
			
			return iSpawnChance

It is cut in third from what I had earlier.
 
Getting pretty long waits between turns now...

I tend to play huge maps, with 11 civs including mine.

I do experience some slow down playing FF...usually somewhere around turn 700 or so in a marathon game. It's not too bad, but it does get noticeably slower.

Ffh runs pretty well. There is some slow down, but it hardly seems like it's there.

This is *really* slow though. I'm at turn 250 (marathon) and I'm waiting over a minute (I just timed one - 62 seconds) between turns. I've never actually timed FF when it starts to crawl, but I don't think the wait was that long.

Not sure what kind of checks and code you are running between turns, but it's slowing things down tremendously.

I guess this isn't positive feedback, but wanted to let you know.
Time to do some streamlining! :p
 
4 in 150 turns may be a bit too powerful for the grigori. On the other hand, if it gets them at a somewhat constant rate (aka, always get 4 every 150 turns, not 4 first 150 turns, 2 next 150 turns, and whatnot) it might encourage people to go out and loose them more, and it won't be as much of a setback. Or on the other hand the player has the option to hold them all till the end of the game and end up with a large number of very powerful hero's, but loose their early game potential.

That being said, its still better than 15 in the first 150 turns (I think thats what I ended up getting). As for the special place guardians, well, i started off next to the pyre of the seraphic, stepped on it, and it spawned the guardian. It attacked (my city was right next door), took out my archer, and promptly got owned by one of my heroic warriors. Now, having an unbeatable guardian is bad, but having one that can be killed that easily is a bit... sad. Maybe up their power just a touch?

Other than these minor issues though, is a nice little mod. I'll definitely be following it more in the future.

-Colin
 
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