Rise of Darkness

FfH Patch D is linked in the first page of the bug thread.

Don't use C if you have it. It seems to break the game if you choose a civ that changes graphics with their racial promos and RoD has many art changing racial promos.
 
I just started (or attempted to start) trying out Rise of Darkness and discovered I had no interface upon starting a game, as well as some python exceptions during the launch of the program. I see this was a problem a few patches ago, but I am definitely on v.22f (at least, the main file and patch are both labeled as such). I'm wondering if, since I have only patch f and no previous ones, the fix could somehow have been omitted?
 
Have the same problem, no interface.

It is a strange thing, but i played ffh "b" with the patch "f" of RoD and interface is avaible. More to that i dont, realise but i was always playing ffh "b" becouse when i uplode ffh "c" i dont change name of ffh folder to Rise od Darkness v.22 :) and game is completly fine :). So with ffh"b" works everything, i started new game becouse RoD "F" brakes savegame and its true i cant continue old saves. I started with 20 oponents and there is nikito, inimici, winged race (i dont remember name) and i play Dtesh. Works fine and its something about 180 urn now.
 
Figured it out, I didn't see that FfH Patch D changed a file in the DLL so when he exposed something to python I didn't end up seeing it. I linked a quickfix to the third post that restores the effected file to normal but RoD Patch G will let these changes back in.
 
An error occured :

Step by step instaling:

1 - instal FFH 2
2 - install FFH patch "d"
3 - rename FFH 2 folder to Rise of Darkness v.22
4 - Instal main RoD
5 - Install patch "f"
6 - Install qiuckfix for RoD

It dosent work anymore even with ffh "b" like it use to, what's could couse this?
 

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RoD.22 Patch G ( breaks savegames):
  1. Really, Really Checked (It will work 100% this time)
  2. Promotions that allow entry into wildlands will tell you (Wildlander, Orc, Werewolf)
  3. The Council of Esus can bribe units into joining their civ
  4. Kelp feature, only appears on coast (created by OO civs with Workboats)
  5. D'Tesh makes Wastelands; becomes Marsh with spring, Plains with vitalize
  6. AI civs show relation to you in the scorebox (From FF)
  7. If a civ is using Sanctuary it shows the defense symbol in the scorebox
  8. New Esus Hero: Lord Du'mi

__________________________________

I've double, triple, checked four times :eek: to make sure this one works and it does.

Of interest is the new Esus hero: Du'mi and Bribing. Du'mi is another hero for Esus at Military Strategy. He is able to bribe any unit to joining his team for a price that increases every time a unit is bribed. Normal Esus players are also able to bribe but they can only bribe other Esus units. This means that at any time any Esus unit could be taken from you, even Gibbon or Du'mi himself.


I'm going to be on vacation for the next week so I will not be able to make any patches or quickfixs and I probably will not be able to even post.
Still, post bugs, TXT_KEYs, ideas and suggestions here and I will get to them when I return.
 
Is someone can build graveyard of dtesh? My watchers turn land in tu waste land and cant build anything on it, is that how it supose to be? When i have almost wood around my city a cant build anything, when i move mouse over a flat terrain it show me that i can build graweyard but when my watchers go there and land turns in to wasteland i cant build anything, exept road.

EDIT.

Ok, i fixed this by adding WASTELAND to valid locations i this file "CIV4ImprovementInfos"
If someone has the same problem paste this under other similar constructed text (i used notepad)
<TerrainMakesValid>
<TerrainType>TERRAIN_WASTELAND</TerrainType>
<bMakesValid>1</bMakesValid>
</TerrainMakesValid>

Change iyeld to D'Tesh as desert has becuse now economy sucks.
 
An error occured :

Step by step instaling:

1 - instal FFH 2
2 - install FFH patch "d"
3 - rename FFH 2 folder to Rise of Darkness v.22
4 - Instal main RoD
5 - Install patch "f"
6 - Install qiuckfix for RoD

It dosent work anymore even with ffh "b" like it use to, what's could couse this?

I get the same error, but with the 22g.

The order of installing is FFH 041c, patch041d, RoD, RoD patch 22g.
 
Hmm, I don't see any infos on the hinterlands in the first post...
I'm really interested by some of your changes, cyther. I'm reading your dll files right now. I guess you wouldn't mind some stealing-crediting? :p
 
I had a strange crash, i was playing D'tesh when i toggle gird game crush, and something about turn 430 i was settling new city on new containent (map terra) with a settler on the desert and game crashed.

Solution for first was start new game and when i started gird toggle button was highlighted but there was no gird on the map, so i un highlight the button and load a save, it halpes.

Solution for second was enter world buildier and setup new city with the buildier, and in game delete settler (so i was not cheating :) ).

And for some changes i've made, is that the wasteland get the same bonus of one hammer and coin as desert for D'Tesh becouse i started seven times on prince level and i was not having any chances for survival, becouse of economy, i had something abaut 15 units and cities somthing abaout 4 pop each at 200 turn and i've must slow my resarch by 50% to sustain army, its hard in the beginig to has large cities becouse oponent dont have large armies on witch you can gain slaves, and first units are wery weak, dont mention the infernal's (deamons) that are immune to death dmg so no chances in mid game with them, only elementals was saving me from them and bunch of werwolves (i get werwolf when i find bestial pelt). Maby some changes in that manner? :) its just a sugestion.
 
Is someone can build graveyard of dtesh? My watchers turn land in tu waste land and cant build anything on it, is that how it supose to be? When i have almost wood around my city a cant build anything, when i move mouse over a flat terrain it show me that i can build graweyard but when my watchers go there and land turns in to wasteland i cant build anything, exept road.

EDIT.

Ok, i fixed this by adding WASTELAND to valid locations i this file "CIV4ImprovementInfos"
If someone has the same problem paste this under other similar constructed text (i used notepad)
<TerrainMakesValid>
<TerrainType>TERRAIN_WASTELAND</TerrainType>
<bMakesValid>1</bMakesValid>
</TerrainMakesValid>

Change iyeld to D'Tesh as desert has becuse now economy sucks.

I'll have to fix that in the next patch, thanks.

CTD on creating D'Tesh scout

It appears to be connected to an event. There is some random event that messed up somewhere. I would guess in the More Events mod because when I extracted it the spacing got all messed up. It may be the strange adept event. Has anyone ever seen that event trigger?

Did you add in art for the wasteland, or is it a clone of an existing terrain? Curious because my art apparently caused problems with the D'tesh.

I used your art, I'll have the check out these issues.

Hmm, I don't see any infos on the hinterlands in the first post...
I'm really interested by some of your changes, cyther. I'm reading your dll files right now. I guess you wouldn't mind some stealing-crediting? :p

No, I wouldn't mind at all :)

I had a strange crash, i was playing D'tesh when i toggle gird game crush, and something about turn 430 i was settling new city on new containent (map terra) with a settler on the desert and game crashed.

Solution for first was start new game and when i started gird toggle button was highlighted but there was no gird on the map, so i un highlight the button and load a save, it halpes.

Solution for second was enter world buildier and setup new city with the buildier, and in game delete settler (so i was not cheating :) ).

And for some changes i've made, is that the wasteland get the same bonus of one hammer and coin as desert for D'Tesh becouse i started seven times on prince level and i was not having any chances for survival, becouse of economy, i had something abaut 15 units and cities somthing abaout 4 pop each at 200 turn and i've must slow my resarch by 50% to sustain army, its hard in the beginig to has large cities becouse oponent dont have large armies on witch you can gain slaves, and first units are wery weak, dont mention the infernal's (deamons) that are immune to death dmg so no chances in mid game with them, only elementals was saving me from them and bunch of werwolves (i get werwolf when i find bestial pelt). Maby some changes in that manner? :) its just a sugestion.

Not sure on the grid toggling. Do you still have the save from that?

I am increasing the power of the wasteland bonus. Maybe I will have to add in something that is seperate from the normal D'Tesh units that they could build in the mid-game. (Powerful, Expensive, Nat-Limit and Living)
 
Here is another patch. The next few patches will only be small things that fix bugs as I prepare for the next version.

RoD.22 Patch H (breaks savegames):
  1. Fixes D'Tesh Yields in Wasteland
  2. Elven improvements appear below forests (Thanks, Monkeyfinger)
  3. Lumbermills can be built in Ancient Forests
  4. Khazad use Dwarven Mines (FF+)
  5. Fixed an issue that allowed the Malakim to build forts anywhere
  6. Dwarven Slingers upgrade into Arquebuses

The next version is looking pretty good. A few major things I will be looking at will be the Wild Mana Mod, the Bannor (Function) and Hippus (Flavor), werewolves and a bunch of new pedia entries.
 
Hi, did you ever wonder about vamires? I mean in almost every fantasy game or book vampires are much stronger than human, elf or dwarf, in here we have strange situation, vampires replace champion. Champion has str. 6 and vampire str 5, vampirysm promotion gives vampires 10% more str so they have 5,5 str and it still less than champions, they cost much more and thats ok for they use limited magic. But when in offens vampires can summon minion like spectre or skeleton and maby this little minion can do somethin to defender but in most battles it dosent do anything, but when defend vampires are on lost position its realy strange and annoying. I have few ideas on how to fix this, the simplest way is to give them full str as champion has, but restrict numer of units with vampirysm to population size of the empire, so now calabim will be more siuted for expansion, and for war.
Second i have to finish by testing, i will write here or attach txt file, if you ever consider this option Cyther :).
 
I'm able to build dwarven mines as Cult of Nikito. Didn't check with other civilizations yet, but I wouldn't be surprised... Also they don't seem to require a tech, but I don't know if it's that way in FF+ as well. And they don't need to be built on hills. Again, I don't know if that's intended or not.

Edit: Actually, they're broken beyond that. I can build them everywhere, even right next to each other, and they alternate between Dwarven mine and Dwarven settlemen every turn.
 
How did you Cyther mange to get to D'Tesh free xp with time like arcane units? I didnt see it anywhere, if you just tell where to find it i will be gratefull :)
 
I'm able to build dwarven mines as Cult of Nikito. Didn't check with other civilizations yet, but I wouldn't be surprised... Also they don't seem to require a tech, but I don't know if it's that way in FF+ as well. And they don't need to be built on hills. Again, I don't know if that's intended or not.

Edit: Actually, they're broken beyond that. I can build them everywhere, even right next to each other, and they alternate between Dwarven mine and Dwarven settlemen every turn.

They appear to be trying to switch to an improvment allowed in the XML by upgrading and downgrading. I'll disable them to other civs in the next patch, that should fix the problem.

How did you Cyther mange to get to D'Tesh free xp with time like arcane units? I didnt see it anywhere, if you just tell where to find it i will be gratefull :)

It wasn't done for all units, just those with the promotion Wretched:

Code:
Promotion Infos:
		<PromotionInfo>		<!-- Wretched -->
			<Type>PROMOTION_WRETCHED</Type>
			<Description>TXT_KEY_PROMOTION_WRETCHED</Description>
			<Sound>AS2D_IF_LEVELUP</Sound>
			<iExperiencePercent>-100</iExperiencePercent>
			<UnitCombats>
				<UnitCombat>
					<UnitCombatType>UNITCOMBAT_MELEE</UnitCombatType>
					<bUnitCombat>1</bUnitCombat>
				</UnitCombat>
				<UnitCombat>
					<UnitCombatType>UNITCOMBAT_MOUNTED</UnitCombatType>
					<bUnitCombat>1</bUnitCombat>
				</UnitCombat>
			</UnitCombats>
			<Button>Art/Interface/Buttons/Promotions/Enervated.dds</Button>
			<iExtraCombatStr>-2</iExtraCombatStr>
			<iExtraCombatDefense>-2</iExtraCombatDefense>
			<iAIWeight>-100</iAIWeight>
			<iMinLevel>-1</iMinLevel>
			<BonusAffinities>
				<BonusAffinity>
					<BonusType>BONUS_MANA_DEATH</BonusType>
					<iAffinity>1</iAffinity>
				</BonusAffinity>
			</BonusAffinities>
			<PyPerTurn>spellWretched(pCaster)</PyPerTurn>
			<iSlaveGenerationChance>15</iSlaveGenerationChance>
		</PromotionInfo>

CvSpellInterface:

def spellWretched(caster):
	if CyGame().getSorenRandNum(100, "Wretched") <= 12:
		caster.setExperience((caster.getExperience() + 1), -1)

Anyways, I'll be taking the week off again so I get back to anything posted here next Saturday.
 
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