If you came here to report an event bug: Please report it here. Thank you! ----------------------------------------- As the thread name suggests, this is not a modpack, but a collection of components I've done for myself or I plan to do so. Most of them are experimental and are meant to improve the integration of RevDCM, which Tholal merged in his mod. I hope to get feedback from other people, to maybe finally suggest Tholal to include some of the components, or make a modpack myself. I know, my english is bad, so if you don't understand anything, please ask, and I'll try to formulate it better. This Project is now hosted at bitbucket here. Thanks to Terkhen for information about Mercurial and inspiration for the project structure (it's the same as the one of his ExtraModMod project). Downloads See bitbucket project downloads Released Events Enhanced Wiki Page Changelog. Formerly named "More Events Modmod Expanded for MNAI 2.4.1" Spoiler More Events Modmod Expanded for MNAI 2.4.1 : OK, this one is not very experimental... Just the More Events Modmod Expanded modcomp by Black Imperator and Ostar adjusted to work with MNAI. 2013/01/07: Now with Events with images Installation instructions: see info.txt (no modding skills required) Changelog: 1.2 (2013/01/07) Merged Events with images Influence driven war is included in the compiled DLL (didn't want to build it separate), but disabled by default 1.1 (2013/01/06) Events with images optional file excluded Updated to MNAI 2.4.1 Fixed and activated gela Event 1.0 (2012/12/23) Initial release. 1 bug fixed Credits: Spoiler : BlackImperator for MoreEvents Expanded Ostar for MoreEvents and Events with images Terkhen for help with Events with images merge Planned: Add improvements from RifE and MoM Test all Events Influence Driven War for MNAI 2.4.1 Merged Influence Driven War modcomp by Monteczuma IDW introduces a mechanism that transfers plot culture (The "nationality" you can see while having the mouse over a tile and in the bar bottom-left in the city advisor) from the losing to the winning player, whenever a combat is done. The reason why I merged this is (apart from that I always liked it), that some cities tend to revolt over and over and you cannot do anything, because another player has much more plot culture than you, and you cannot increase yours, because you cannot build culture buildings while the city is revolting. So this should make it easier to violently put down a revolution. Notes: "Active City Resistance" is not merged. Changelog: 1.1 (2013/01/06) Update to MNAI 2.4.1 Defeated Illusions and temporary units are excluded (permasummons are not) 1.0 (2012/12/23) Initial release without "Active City Resistance". Planned: IDW is affected by Civics, Alignment, Promotions, Civ, Unit type etc... I think the following factors should affect quantity of transferred culture: Loyalty of population (more culture transfer from evil civs, particularly calabim, and from slavery civic) Fame of units (more culture transfer when a hero or high-level unit dies; currently high-level units just increase culture transfer on winning) Religious convincibility (civs with crusade civic, units with the command (X% chance to convert) promotion and disciple units in general should cause more culture transfer on winning) Maybe include "Active City Resistance". It's part of the concept at all. Maybe just enable IDW for fight with revolutions; the change of combat system is maybe too big. Names mod Modification of Dynamic Civ Names. Naming is more diverse with "feudal" civics (God Kind and Aristocracy), based on size compared to other players. Screenshot: Spoiler : Changelog: 1.1 (2013/01/08) Some bugfixes 1.0 (2013/01/06) Initial release. Planned: Enable Dead Player Culture for MNAI 2.4 Included in MNAI 2.4.1 Spoiler Description : Merged a part of LoR Balance Tweaks by Chronis Another one for Revolution. I feared that would other game functions, which are working with city culture, but I experienced nothing odd so far. This is also meant as counterpart of IDW, since IDW gives you the ability to handle revolutions violently, but this makes that way harder (you cannot just wipe out a civ anymore to be save from revolutions), but not impossible. Changelog: 1.0 (23.12.2012) Initial release Planned: Nothing so far... Planned/Ideas (Just IDEAS. I'd like to have feedback on them. Don't expect me to implement them all today ; but I'm probably able to code it (if I have enough time). It will depend on my preferences and negative/positive feedback) Some thoughts on revolutions The Revolution mod simulates revolutions and revolts in our worlds history. The question is: What shall it simulate in Erebus? I've thought some time about it, but I'm really no expert on FfH lore, so I would really appreciate feedback on this. Revolution and leaders I think one of the main differences is the role of leaders. In FfH, leaders are characters of one big story. Also BtS they are characters, indeed, but they are mostly out of their historical context (f.e. Washington in 2000 BC); FfH is much more about lore than vanilla BtS. The Revolution mod is actually "wasting" leaders; almost every revolt gets a leader, even if it consist of two warriors and is put down next turn. It's good to have minor leaders for this, but I think less powerful revolutions should only gererate (potential non-orc) barbarians. To implement this, I would like to introduce a system, that chooses from a pool of story-wise "revolution configurations", with unique text, revolting units etc. Revolution Configurations Current revolution kinds are: Some Examples on "revolution configurations" I have in mind: "Peasant Revolt": A Barbarian, low-power revolt, if nothing other fits. "The Splintered Court" (Yes, I know, it was before Age of Ice): Civ must be Ljosalfar, Svaltafar must not exist. Should be clear. "anti-king": If revolutionary sentiment is high, people might want a change in ruler. With appropriate text, this may occur f.e. in doviello civs, civs with aristocratic or tribal regime etc.. Mostly the anti-kinds will be minor leaders, but they could also be leaders, whose own civ is destroyed and who come to lead other civs like in the scenarios (f.e. Amelanchier/Doviello, MagsiterCultuum mentioned that in his mod's thread) You may notice there is not much new in that examples, compared to the original; but what I especially want are nice lore-wise texts and the lore-wise choice of revolutions style. I will later add a more detailed plan for this. Generic Dynamic Civ Names I would love to have a XML file for Dynamic Civ Names. An example, how this could be done is found here (sadly that one seems pretty dead). Barbarians and BarbCiv At the moment the BarbCiv mechanism from RevDCM is not viable for FfH, since all barbarians are orcs and popping a human, dwarfen or elven civ out of an orc city is rather odd. So to enable this feature, barbarians have to be split into several types; I think humans and orcs should do it (maybe plus winterborn and nomad humans, elves and dwarfes, while humans and orcs should occur much most often). A proposal how to do this: Each barbarian city has a specific "Barbarian-Type" (This would be - most elegant, but also most complex - a new info type, which defines race, artstyle and available units; or a civ; or just a racial promotion). A city has appropriate artstyle and can only build specified unit types. Units build in the city gain the unit artstyle and/or racial promotion from city. Units spawned outside will first look for a city nearly, and get it's racial promotion etc.. Units far away from any city are random (maybe influenced by terrain). I've done the cities thing once, but unfortunally cannot find it anymore. But I know it wasn't that hard. A bigger adventage (at least for me) is to prevent e.g. orcs to fortify in human cities. Events spawning units must also be considered. I think in fact it requires some changes in the unit spawning system (For example: If an archer spawns in wilderness near a dwarfen city, it should be dwarfen; but dwarfs have no archers, just slingers. So a slinger should spawn instead). Like Revolutions, I think BarbCiv should fit to the lore. Ideas what the rise of a BarbarianCiv could actually "mean": (Referred as (1) below) Simply the emergence of a new civ, that didn't existed before (such as in vanilla barbCiv and in RFC). Since this does not fit to most of the FfH Civs, maybe a bit violence could done to the lore, shifting some things from before the age of ice (age of magic?) to the Age of Rebirth (such as for example the "splintered court" svaltafar revolution; although the spliter actually depended on the long winter in the age of ice. A better example is the sidar). Since we actually play a quite "free" civ-game telling it's own story, I think this is OK. (Referred as (2) below) Think of (especially human) Barbarian cities to be less important and less organized civs that existed before the age of rebirth and mostly didn't play a major role in the Age of Ice (Idea from Tasunke: "While the hippus existed before the Fall, no reason to think they wouldn't go barb. (and then back again); unlike the Bannor who went to hell, or the Illians who worshipped their god, or the Elohim who remained vigilant in keeping to the old ways, and keeping the old knowledge, or the Amurites that formed during the Age of Ice") I think 2. is better (It's nice to have a complete and consistent prehistory), but I have to see if it is to limiting, so that there are too less BarbCivs, I probably have to include some not-so-lore-wise. I think a good criterium whether to include a civ is the possibility to create an announcement text (see below for some examples), that does not interfere with at least that parts of the FfH lore, that are actually in the game. For example I do not think that "moving" the creation of the Sidar (of course only sometimes, if there is a civ needed for a barb city, and they are not already in the game) to the Age of the Rebirth would impair the lore much. I don't want to strictly follow the lore, but don't want to add illogicality to the game either. Some thoughts how civs could fit in the mechanism: Spoiler : Amurites: Not fitting for (2), maybe for (1). Kylorin "adopted" them, but Kylorin is not a leader of them in FfH. So even with (1) problematic. Balseraphs: Fitting (with leader Perpentach). Perpentach hypnotised a tribe (the original city) to form them. Bannor: Not fitting. They come out of hell (not from a barbarian city), and are an old civilization (Not for (1), too, since the journey through hell is a major part of their story). Calabim: Fitting. A tribe got corrupted by vampires Clan of Embers: Fitting. They are almost barbarians Doviello: Fitting. Play huge role in the Age of Ice, but are very devided after the Age of Ice (info from Tasunke) Elohim: Not fitting. Old civ AFAIK Grigori: Not sure yet. They existed before the Age of Ice, and had a important leader all the time (info from Tasunke). I don't know if it hurts to shift the story of cassiel to the age of rebirth. Hippus: Maybe fitting. Were unimportant during the age of ice, but I currently cannot think of an announement text for them. Illians: Not fitting. I consider them to be a bit to unique to rise from a plain barb city Infernals: Of course not. Khazad: Maybe fitting. Old civ, but I think it would fit to see a dwarfen tribe beginning to build an empire. Of course only if there are dwarfen barbs. Kuriotates: Yes, similar to calabim (While you probably cannot speak of "corrupted" here) Lanun: No idea Ljosalfar: similiar to Khazad Luchuirp: similiar to Khazad Malakim: Fitting. "The Malakim were a simple tribe of desert nomads until Varn Gosam found them" Mercurians: Of course not. Sheaim: Fitting. Similar to calabim Sidar: Not sure yet... Don't know much about them Svartalfar: No. Fine as revolution civ. EDIT: Maybe not that fine... backstory is dependent on Age of Ice (I actually think it's odd to have ljosalfar, but not svartalfar in the game, too). Please remember I'm no lore expert Different "barbarian types" and associted civs (Barbarian type of a city will be determined by surrounding terrain): Spoiler : Human, vanilla civ barb style (more or less fertile terrain): Amurites Balseraphs (Bannor) Calabim (Elohim) Grigori Hippus Kuriotates Lanun (Just for islands and maybe coasts, but I don't think they need a separate barbtype) Sheaim (Sidar) Human winterborn, Doviello or Age of Ice barb style (ice and tundra terrain): Amurites? Balseraphs Calabim Doviello Grigori? (Illians) Sheaim Human nomad, Malakim "desert" style (It's a maybe redundant, since that would mostly lead to malakim; but if you have the mechanism, one more barbstyle will probably not hurt): Balseraphs? Calabim? Malakim Other desert tribes around the malakim? Kuriotates? Sheaim? Orcs: Clan of Embers Maybe other Orcish Clans (Muris? Scropion?) Dwarves: Khazad Luchuirp Elves: Ljosalfar (Svartalfar) Ideas for Messages on Spawning (I really need somebody who speaks english better for this) Spoiler : Doviello/Charadon: "Chardon, the mighty leader from the age of ice, was resurrected by a doviello tribe, and aims to unite the doviello" Varn Gosam/Malakim (A bit problematic, he should found Empyrean immediately): something like "Varn Gosam has converted the Malakim, a desert tribe, to the worship of Lugus and now leads them to glory" After all that thinking about lore, we should not forget the purpose of this mod (as I think of it): Make the game more dynamic. Civs SHOULD spawn not only in the early, but also in the middle and possibly in the lategame. Parts of MoM First of all: The avoid city unhappiness button (often requested in the MNAI thread). It's in C2C, too. I will try to isolate it. EDIT: included in MNAI 2.4.1 Second, I really like the wilderness concept (f.e. spawning lairs and more diverse barbarians) of MoM.