Rise of Darkness

Hey Everyone!

This my first post, which i was forced to make, so i could find out why my "Rise Of Darkness" bugs. Okay, the problem is that i get a "GFC Error: Failed to initialize the primary control". At that time i had installed the Civ4 Bts in;

E:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\Rise Of Darkness

So i thought maybe the download locatio is bad, so i then changed it to the C drive instead, but that didn't neither help.

C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\Rise Of Darkness

I have also tried to install version "v" and "t" of FFH and still it didn't make any difference. I tried to install them both in the same folder and tried also to install both version "a" and "b" of the "Rise Of Darkness" version and still it didn't work. These were my different tries, and after that i then wondered, "What the heck is a GFC Error: Failed to initialize the primary control?"

Hopefully someone will find a solution.
 
GFC errors are normally graphical or problems with the installed file. I updated the download so now the files will be downloaded directly to the mods folder.
 
Ah okay, thanks for help. I also found out, that some files from version "t" was missing, so that was one of the reasons for it to not working.And another thing that you mentioned before, about the problem, where the "Rise Of Darkness" link was there, but the different changes were missing, is because people have forgotten to put the "python" and the "xml" folder into the "asset" folder.

Another thing is, is it on purpose that when the Nikito's reach turn 200, that they should get a "Great Person" every round, for nearly 100++ turns`? "The Great Person" counter gives 29705K ++ "Great Person" points.
 
Wow that is amazing I don't think that I did that as I haven't done any changes to the system in which great people are created. Do you have a savegame from that or possibly one from before when that happened?

EDIT: What type of great people were they?

Also, a bit late but welcome to Civfanatics.
 
hmmm, just tried another map and for some reason it gives suddenly 200k++ Great person points. I haven't yet found the reason, this time at game a little before and suddenly stoppede and then began again.

By the way, where do you want the saved filles? can i upload them to one of my threads?

P.S. and thanks for welcome cyther ;)
 
You can just attach the files to one of your posts, in advanced there is a Manage Attachments button, just click on that and it will let you attach a file to your post. Choose one of your savegames and upload it to the post.
 
my apologies if its already mentioned, but I think great beasts should perhaps have to stay within the Doviello borders. Seems more like a defense mechanism than a conquest tool, and I think its more flavorful. And yes, of course the spell should kill the caster.
 
Cyther, are you planing on updadting this to z soon? I'd like to try it, but don't have v any more.
 
Hey Again Everyone Sorry for the 2 month delayed Post but got some serious problems at home and with the communal services, but hey, they are solved now. :D

Okay, i uploaded some pictures of the saved game and also the file it self. Hope it will help you with making the already good moodmood to a better moodmood
 

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  • Civ4 - Nikito Great Person BUG - The Reason.jpg
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Thanks Lord Banner, I got what happened.

I believe that the problem was in the tidal hall. It provided Great People percentages but no points so that broke something somewhere. I'll give it +1 :gp: Adventurer so that doesn't happen anymore. (The shapeshifter is an Adventurer UU for the Cult of Nikito so cities will now sometimes spawn shapeshifters)
 
need to give to AI some starting boost: barbs tend to take over...best solution may be a sort of capital city defensive bonus to everyone as long as they are in the city. Check out orbis mod mod how it is implemented there.

In normal map normal speed two civs have fallen to barbs by turn 50. But it may be bad luck as well?

oh, and Arkita has no picture and clicking to him in civpedia gives a python error.
 
  1. Added New Civ: Refugees
  2. Added New Leader: Florina of the Refugees (Cre, Tol, Arc)
  3. Removed Tolerant from the Elohim
  4. Added Sirona's Beacon Unique Feature
  5. Added Several onPythonmove functions for Elohim units that move onto Unique Features. The functions give the Elohim leadertraits.
  6. Added new ritual: Song of the Hero: can only be performed by the Refugees but can't be built in the Refugee nationality city.
  7. Added new Guild: Guild of the Nine: Allows the Hiring of Mercenaries and the purchase of some Items in cities with the Guild.
  8. Added New Item: Arkitan Wings: Grants flying to the Holder
  9. Added New Item: Beastial Pelt: Beware equiping this item your units. It turns the strong into werewolves and is not removably by normal means
  10. Added New Guild: Cult of the Dragon: Causes many strange events in the cities that it appears in. There are three techs related to it and several new units, but beware for the further you let the cult progress the closer you are to losing your empire entirely to it.
  11. Added New Unique Feature: Forge of Leucetios: A relic from the Age of Magic the Cult of the Dragon wishes to use to create people that are like Dragons.
  12. Added Many new spells including some cross-sphere spells
  13. Added Four new units, one for each Magical Tower, Each of these units has their own special ability but the Necromancer is the most foul being able to raise the Dead up from battle and twist them into demonic monsters to serve him; Built by evil civs only of course.
  14. Herne is the Kuriotate hero and now the target of reserection.
  15. Added a new weaker version of Herne avaliable at trade that upgrades into the current one.
  16. Added new Sheaim hero: Malchavic avaliable at necromancy, he has the same abilities as the Necromancers but only for Tier 1+2 units.
  17. Malchavic had an upgrade at Strength of Will so he can Necromance all Tiers of units
  18. Mokkas cauldron is now equipment and thus movable from city to city.
  19. Barbarian trait reduces culture not research
  20. Cretive trait is now +1 :culture: and +50% :culture:
  21. Lumbermills provide +1 :hammers: with Engineering and +1 :commerce: with Guilds
  22. Obsidian Plains provide +3 :hammers: and floodplains turn into obsidian plains under hell terrain
  23. Adventurers spawn automatically in Grigori lands but there is still a reduced amount of Great Adventurer points provided from the Grigori UBs
  24. Epic Lairs and Dungeons are now permament but have a wait time until they can be expolored again.
  25. Barbatos come in two Flavors: the normal one and an enraged one if his releaser makes the wrong decision but there is now a reward to the player who defeats him
  26. The Amurites Wizard UU has 6 :strength: and the Amurites has a new Battlemage (Archmage replacement) with 8 :strength: that can use weapons
  27. New Arkitan Leader: Counciler Cirgala (Org, Sum) recieves better results from the Cult of the Dragon
  28. New Arkitan Unit: Arkita: A dragon Avaliable with the final CotD tech
  29. New Arkitan Unit: Geomancers Guard: A strong unit that can't be built with any leader but Tuanra
  30. The Sign events happen at a predetermined rate and display a marker in the corner of what sign is in prominance.
 
By the way Cyther. Isn't it possible for you to make the new fort units start with the healing skill instead of giving them a 1 turn moment? Because in my saved file, if you try to move the towers, you won't be able too, but if you move them through cities it doesn't have any problems with it. Mayb in that way you can avoid making long codes for which terrain they can't move too.
 
Patch A is released and causes the following changes to the game:

Patch A: Will not break savegames
  1. Fixes Arkita art
  2. Restricts Arkita to the Arkitan
  3. All civs get an Archer at their start with to aid in defence (Excludes Cult of Nikito and Mercurians)
  4. Fixes bug that allows Fort units to walk through cities
  5. Fixes some TXT_KEY issues
_______________________________________

I want to make some changes to the Refugee civ and the Bannor soon. Does anyone have any ideas for flavor for them? Any other good flavor suggestions for almost any civ would be great as well.

Also any suggestions with the Refugees would have do probably be done through techs like Hesero (their hero)
 
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