Rise of Darkness

Yes, this one works with Patch Z

Here is a list of arts:

Cult of Nikito uses Grigori Art
Arkitan uses Ljosalfar Art
Refugees use Elohim Art

They are good placeholders but if anyone would want to contribute any art for just about anything it would be great.
 
In the next patch I am planning to make the navy more interesting so I thought up a bunch of ideas for new naval units. I also am giving every ordinary boat +1:move: and +2 Cargo to improve the AI and its' intercontinental warfare.

Here are the boats that I'm planning on putting in:

Skimmer
Requires: Stirrups and Astronomy
3:strength: 10:move: 3 Cargo
Strategy: The Skimmer is a ship mostly useful for a quick mission in and out of an area. It has weak strength and minimal cargo but is the fastest boat in the game.
Backround: Sure it's old and rare bou no one used it back then because they couldn't handel it. It's inventors the Amurites aren't very good sailor and could never handel a living boat and the Lanun will always go for something more classic. But she is fast and that is why we Hippus use it. -Captain Kithur

Divine Barge
Requires: Optics and Priesthood
5:strength: 4:move: 3 Cargo Starts with: Divine, Channeling 2
Strategy: Divine Barges are a spin on the more well know Arcane barges. While an Arcane barge is a boat manned by Mages and Divine barge is a boat captained by a priest. With Channeling 2 divine barges will rarely be targeted by other boats in a stack and will sometimes start with a religion so they can cast some religious spells.
Backround: The boat itself isn't a good if that's what you're thinking. But it is blessed by one. Well maybe not but no one can deny that a boat that can summon tsunamis isn't a force to be reckoned with. While the uses of this seem great what good would a priest ever do a the captian on a ship? -Captain Kithur

Pirate Hunter
Requires: Hunting and Optics
5:strength: 4:move: 1 Cargo Starts with: Sentry, Marksman, Pirate Hunter (+40% vs. units with hidden nationality)
Strategy: Pirate Hunters are useful against enemy privateers and are also useful because they attack the weakest unit in a stack and can pick off enemy cargo carriers.
Backround: Pirate Hunters? I like em. Thet are strange though. Most of them never even set foot on a boat until they are "ready". They train in the wild, on land and the first they go out they bag a dozen pirates. They're weird but most men couldn't make a livng without them. - Captain Kithur

So, anyone got any other ideas, suggestions or comments about the oceans?
 
Hopefully the AI will play better. I normally don't build a large navy because the AI doesn't know what to do on the open seas. The new naval units look like they will be interesting to play. Will the new vessels be replacements for existng ones or additions?
 
They will be new additions to the list of current boats.

I was thinking about how to make the navy better is it is rather boring so I thought about making so boats that branch off into other parts of the tech tree to achieve more diversity.

As a last minute idea, how would the idea of boats that have a ranged attack be? I think that they would be pretty useful for both guarding your boats and making attacks from the sea.
 
Hmm, i don't know if this will be a good idea but why not give some myth creatures to civics with octupus religion? Forexample they could get some strong octopus units that has the ability too attack but not transport? Or maybe make some dolphins with high movement but low strength? So that nations with octupus will be able to specialize in naval warfare? Maybe make a whole new terrain that can be cultivated only by octupus civics?

I got the ideas from the old civ2 gold edition where they had a fantasy mode. There they had a whole nation that lived some where in the ocean and which had alot of naval units. Dolphins, Octopus's and other naval/sea units.
 
I'm all for ranged attack by naval units. It would be more realistic. The question mark is how would the AI handle it.
 
No it doesn't work with Fall Further. I guess that most of the stuff could be ported over but I want to do some work on the AI's before I think about that.
 
No it doesn't work with Fall Further. I guess that most of the stuff could be ported over but I want to do some work on the AI's before I think about that.

Watch Wargames.
 
Patch B has been released

Patch B Will break savegames:
  1. All ships gain +1 :move: +2 Cargo and +1 :strength:
  2. Improves the AI teching (Mostly Notque's work)
  3. Add new boats Skimmer, Dridgible, Divine Barge and Pirate Hunter.
  4. Fixes the TXT_KEYs for the Drop and Pick up equipment spells
  5. Gave Frigate and Man o War ranged attacks
  6. Gave Archery units ranged attacks (Except Archers)
  7. Halve build time for forts
  8. Restrict Geomancer's Guards to Tuanra
  9. The Fort unit only controls the tile it's on
  10. The Castle unit only controls the first ring of area around it
  11. All Fort units have aranged attack one space out from their culture zone
  12. All Fort units can't move (excluding the flying Citadel)
_______________________________________

The most visible change to the game in this patch is the changes to the AI. They will tech far better and have soft belines from Notque's minor leader's mod. If any AI seems to regularly get quickly destroyed or lags for most of the game please let me know, enjoy everyone and thanks Notque.
 
It seems that the Refugees are only partially completed.
No world spell and no hero. Their random refugees are quite interesting. Earlier today I got Orthus. If you can get barbarian heroes can you get other heroes as well? I assume that is a bug?

Also their starting technology doesn't seem to do anything. You are never given the option to build the building or ritual that is suppose to be opened up with the technology.

Of course a lot of text is missing but I realize that takes time.
 
Ohhh, you got Orthus. It really isn't a bug or anything that the Refugee's ended up with him because they should have a chance to get all living units when they die but Orthus should be immune from that in retrospect.

The Starting tech ritual is a bit confusing at first but here is how it works.

Song of the Hero can only be performed inside of a city that has a nationality different from the Refugees. Try capturing a city from another player or cast the Nationalize city spell inside one of your cities with one of the Refugee Unitclass units. The Refugee Unitclass units will sometime be spawned when a city is raised. Once you have a foreign city (You can tell because the city will have a name above the city bar like Malakim or Calabim) you will be able to perform the ritual to create the hero of the Refugee Civ.


I'm thinking about creating a worldspell but I really can't think of anything really original or useful for them.
 
Ohhh, you got Orthus. It really isn't a bug or anything that the Refugee's ended up with him because they should have a chance to get all living units when they die but Orthus should be immune from that in retrospect.

The Starting tech ritual is a bit confusing at first but here is how it works.

Song of the Hero can only be performed inside of a city that has a nationality different from the Refugees. Try capturing a city from another player or cast the Nationalize city spell inside one of your cities with one of the Refugee Unitclass units. The Refugee Unitclass units will sometime be spawned when a city is raised. Once you have a foreign city (You can tell because the city will have a name above the city bar like Malakim or Calabim) you will be able to perform the ritual to create the hero of the Refugee Civ.


I'm thinking about creating a worldspell but I really can't think of anything really original or useful for them.

Thank you! I didn't understand how they worked - what with no documentation on them :)
Thanks for the explanation, now I like them even better
 
I have no clue what I'm doing wrong, but I've followed the instructions exactly... But when I try to start the game, I get like a hundred xml errors [to the point where I just held enter for a solid twenty minutes before giving up and ending the process.. It was still going.] I'd love to play this but I can't figure out how to make it work. >.<

Edit: Just noticed that it's similar to a problem I had with Doviello+... Trying to enable modular loading in every ini I can find it in, just in case.


Aaaaand that wasn't it.

This time tried wiping re-doing... again. Named if rise of darkness v.21... says that v.20 is invalid, ignoring, and loads up vanilla BTS. I rename the folder v.20, and it does the xml errors of death.

Editedit:

First error in list:

Failed loading XML file xml\units/civ4PromotionInfos.xml.
[.\FXml.cpp:133] Error parsing XML file -
File: XML\unis/civ4PromotionInfos.xml
Reason: The element 'bAIControl' is used but not declared in the DTD/Schema.

Line: 2956, 25
Source: <bAIControl>1</bAIControl>

Second error in list:

LoadXML call failed for units/CIV4PromotionInfos.xml.
 
I got the XML errors of death when I tried (foolishly) to load the assets folder (initial install) as its own mod >_> ....yea ....

HOWEVER, when I copied the assets folder over the assets folder in the copy of FFH2, I got an even freakishly scarier result ... semingly vanilla BTS o_O ... needless to say I instantly closed program and erased all signs of Rise of Darkness out of purified Ph33r.
The one good thing was that it DID say Rise of Darkness in the upper right hand corner.

I seem to remember similar BTS-retro versions as results of somekind of download error, although I am not sure.
Is it true that I have to eventually buy WinRar? +_+
 
I'm having BOTH of those issues.... dependind on if I name the folder "Rise of Darkness v.20" or not. If not, I get vanilla BTS after a single error saying that that mod is invalid. If I do, I get the XML of Death. Ironically, the ones I read all seemed to involve promotions...

Yes, modular loading is on, checked that... Yes I dled it propperly... :/
 
I am Terribly sorry to everyone. :splat: :(

The problem that you are having is that I put the wrong directory in the Shortcut I was using. It would load Rise of Darkness v.20 instead.

For this reason it would only cause the crashing and loading of BtS for people who loaded with my shortcut and didn't have the earlier version of Rise of Darkness. Also interesting was that it would cause people with the earlier version to be only playing that version instead of the current version.

In short here is a quick fix, the correct shortcut and directory will be included in Patch C.
 
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