Had exactly the same thought . In the next version, it has reduced chance and requires sorcery (You get Flesh Golem from Body III, so it's still two tech-tiers earlier then normal (Strength of Will)).
I have been reviewing the More Events modcomp a bit. In my opinion, the Orc Slaying promotion is a huge nerf to the clan of embers, specially because it is available quite early.
All of the human civilizations are descendants of Patria. The Bannor took that name when there kingdom emerged from one of the stronger factions of the Patrian civil war, which lasted for generations. Most of those who were once called the Bannor are now Orcs.
(The Lanun were officially part of Patria, but they never really did much more than pay lip service to Kylorin's rule. These seamen were always fiercely independent lot, who often preferred to associate with the Aifon than with other humans. The Hippus were also only loosely bound to Patria at its height. The Elohim are the oldest civilization. The Order of the Elohim monks was founded by Immanuel Logos during the Age of Dragons, and a civilized kingdom had already developed around this order by the time The Compact was signed. They became an integral part of Patria, but retained enough distinctive culture to outlive the grander empire.)
I don't recall there being any official mention of the Sheaim starting out in the desert.
The Sheaim are one of those peoples of very heterogeneous and fairly recent origins. The Emyrs, the cult of Ceridwen, has drawn those with magical talents from many nations to join Tebryn Arbandi's and Os-Gabella's quest to destroy the world.
The Emrys and the Sheaim were active fairly near the Malakim, but that does not necessarily mean within the same desert. You wouldn't call the Svartalfar a desert people, yet the portion of the Umbrawood which they control is close to the border of the Malakim's Desert of Myrh.
I think Tasunke is basing his statements on the Into the Desert and Wages of Sin scenarios, but those maps are not entirely deserts. The Malakim territory is deep within the desert, depending heavily on Oases. The Calabim territory is largely desert, but is right along the border where there are rivers, flood plains, and coasts. (Based on Kael's D&D campaigns, Prespur ought to be a large coastal city with the Maelstrom just off of its shores. Based on Ashes of Brigdarrow, Danalin answered Trenton Majosi's prayers by flooding the Calabim city of Anaea, which seems to imply it was probably near the sea or a river too.) The Elohim, Khazad, Svartalfar, Ljosalfar, and Sheaim are beyond the desert.
I personally don't really like that "realize cilivilization" concept (Bannor Announcement 2, Sidar Announcement). It sounds a bit... meager (I hope you get what I mean).
The first Bannor and the Illian Announcement sound really good to me.
for the second bannor, I quite understand. However, for Sidar, IMO it is quite fitting : they are the mist tribe, the hidden civilization.... that the other civ are able to "recognize" it as organised only very late is lore-ish... or at least does not measn tweaking the lore too much
I think Tasunke is basing his statements on the Into the Desert and Wages of Sin scenarios, but those maps are not entirely deserts. The Malakim territory is deep within the desert, depending heavily on Oases. The Calabim territory is largely desert, but is right along the border where there are rivers, flood plains, and coasts. (Based on Kael's D&D campaigns, Prespur ought to be a large coastal city with the Maelstrom just off of its shores. Based on Ashes of Brigdarrow, Danalin answered Trenton Majosi's prayers by flooding the Calabim city of Anaea, which seems to imply it was probably near the sea or a river too.) The Elohim, Khazad, Svartalfar, Ljosalfar, and Sheaim are beyond the desert.
My analysis on the 4 tribes are multi-fold. The common linguistic thread (Calabim, Elohim, Sheaim, Malakim, Ivriim) of a Hebrew/ Judeo or proto-Judeo nature ... ie Abrahamic or earlier, is in itself merely a coincidence, but then they are also nearby in the Wages of Sin scenario.
The Malakim certainly occupy many (or at least one) desert regions. Likely it isn't 'all' desert, but also has many plains, scrubland, some grasslands, and even some forests. After all, even in Gilgamesh there was a forest somewhat nearby. (even if it was many days journey away). Likely the Malakim occupy these areas because they are central locations, with many potential trade routes, and they have become accustomed to the harsh conditions ... making these settlements quite profitable.
Yes, it is true that the great cities of the Calabim live in the *ahem* Nile river delta. The Calabim are clearly a 'greek occupied egypt' while the Malakim are 'exiled egyptians + arabs' in a nearby desert (or possibly a different part of the same desert). In any case, it seems clearly evident to me that the lands the Calabim empire occupies is very similar to North Africa -> Habitable coastline, fertile riverland, but much desert. I remember a pedia entry, possibly the Great Library? where Alexis mentioned the irony of Vampires, creatures cursed by the sun, living in a Desert. It is uncertain why the Vampires live in the desert (in at least the early stages of the Calabim empire), other than perhaps, that this is the last place those that would seek to slay Vampires would look. Obviously by the time of Losha Volas's pedia there are more northern/ southern territories of the Calabim, with a more temperate climate and 'fuedal' society ... rather than the massive (and often coastal) Desert cities that are tightly controlled by an unseen force (using fear of the unknown as a powerful tool).
It is quite possible that Tebryn Arbandi joined the Sheaim after the cultists (well, ritualists if you want to be in-game specific) left the deserts ... but I believe its quite possible that Os-gabella and her followers still held some Fortress-tower out in the desert. Of course, the Sheaim Palace, the Bane of Lacuna (?) where Nemed is held, being eternally tortured, and where Os-Gabella openly consorts with demons, is in a pocket dimension, and can thus be anywhere at any time (theoretically, but I am sure that certain areas, particularly Grigori and Elohim lands, are under the gods' protection- possibly Bannor as well, at least in the early years. Certainly while Sabathiel remained within the Empire)
Still, from the pedia that I read (at least I think it was the pedia, it could have been Kael talking I suppose), the Sheaim started out as people simply gathered around Os-Gabella ...those with enough determination (that happened to be femaile) quickly filled up her inner circle, and once that was established, those in her inner circle (with access to the Demons Os-Gabella consorts with) decided to start ACTIVELY recruiting new members with promises of power, primarily through demonic pacts I suppose.
I believe it wasn't long before the Sheaim cult started to construct magical towers out in the desert, so that those outside of the Inner Circle could (have a hang out- so to speak). I think there was a pedia entry, something about Exiled Sheaim, or a Crusader that was fighting the Sheaim ... something mentioning venturing into the desert to destroy the Sheaim. Anyways, this describes the Sheaim as a gathering of exiles and pariahs, often magical in nature, and that because of this they are a very diverse people. The power structure of the Sheaim, iirc, is even more closely connected to magical power than the amurites, but, of course, one must also enter into certain agreements to gain the power they 'deserve' due to their magical power. (ie, you must be this Tall to join/ this magical to enter the demonic pact X, and only C slots are available, act now fast!). Of course, it is these agreements that will eventually become their ruin, but those that go this route are usually blinded by either their own current power, or the promise of even greater power.
But yes, I am quite possible that the Sheaim start out in the desert, and, I dunno, maybe they send out 'undercover' ritualists/mages as agents and diplomats to 'corrupt' neutral cities to eventually come under the influence of the Sheaim. While Os-Gabella is largely an absent leader (her inner circle does most of the rulings), once she recruits the feeble soul of Tebryn Arbandi and gives him strength (and a rather tight leash) she unleashes him upon the world to do as he will, and he quickly corrupts the world, expanding the Sheaim influence, with his own dark and ambitious goals (not quite so philosophical as the end of the world, per se, but blindly pursuing power without regard to if it happens to destroy the world along the way). It is this Tebryn that is the primary villain of one of Kael's campaigns.
Spoiler:
As far as the Elohim, I merely infered a continuance of the pattern, as the linguistic pattern may in fact betray a regional similarity, and indeed they are near each other in Wages of Sin. Most of the southern nations have a mix of desert, plains, and grassland, while the Svartalfar land in said scenario is completely tundra/forest or grassland/forest (its been a while I forget), I did not include them. Not only are they linguistically different, but it is clearly only an edge of their empire, perhaps even an outpost or settlement, and they do not, imho, play a significant part of that scenario. Not only that, but they have their own scenario (Splintered Court) which has hardly any desert imho. At least not enough desert to count.
Malakim, Elohim, Sheaim, Calabim. All are in a East-West strip of river-filled desert and coastline. Much like, imho, North Africa and Asia Minor. In this particular instance, although my memory is foggy, it seems as though Sheaim and Elohim are fighting over Turkery, while Calabim are in northern Egypt / Western Arabia, while Malakim are in Eastern Arabia, Northern Arabia, and possibly Iran.
In this particular 'Metaphorical Scenario' the Sheaim would have started deep in the Sahara as a cult, while one sect went off to settle the Ivory coast (and eventually create an evil Tower on an Island off the coast), the other sect went to Tunisia (or something similar), and made a temporary settlement there, and eventually invaded turkey where, in Wages of Sin, they are currently contesting control over Turkey.
In all instances, I would consider all 4 of these tribes are primarily desert nations, with all (except the Malakim, I suppose) more than willing to establish new settlements in more temperate climates. I see the Malakim as willing too, I suppose, but primarily, other than Varn Gosam's mad quest to rid the world of the Infernals (late game), the Malakim are quite content to get rich off of their trade routes ... and the best trade routes (apparantly) happen to be in the desert and its coastal regions. So why not remain there. Even after Varn Gosam united them during his long lifespan, they were not willing (But for a few) to go with him on his anti-infernals quest. And why not? They had their own nation to run and defend, and it was a crusade at long odds. Usually only the Bannor (or Orcs, or Doviello) would take on such a quest. (at least as a unified force. The Grigori of course would have at least an adventurer or two that would like to tag along, but the Grigori nation as a whole is far too disorganized to field such an army outside their borders. It doesn't make them an inferior nation, as they fiercely protect their own lands, and organize quite well when pressed, they nevertheless prefer to answer to no one other than their local, periodically elected town lord.
I feel that the Orc Slayer promotion is a big nerf for the Clan of Embers. Therefore, in my modmod I set Orc Slayer prerrequisites to Never to prevent units from choosing it normally. It can still be achieved by getting the event. This may not be the best solution, though
Updated Events Modcomp, hosted at bitbucket now.
I've tried the project structure plan you're using, Terkhen, and I'm really impressed how well it works . Thanks for that!
I'm currently in the process of converting all of my source code from mercurial queues to branches. There is a lot to be done yet, but I managed to pull Events Enhanced directly from your repository to mine (see https://bitbucket.org/Terkhen/extramodmod/commits/all). Far simpler than copy files / paste files / check differences / commit
I found a problem, though. There is an extra "</TEXT>" tag in the civ4gametext_more_events_expanded.xml file. It seems to be present on both your repository and the zip file available for download. Also, the wiki page seems to be set to be private.
EDIT: I forgot to say that the extra tag is in line 1382.
I found a problem, though. There is an extra "</TEXT>" tag in the civ4gametext_more_events_expanded.xml file. It seems to be present on both your repository and the zip file available for download. Also, the wiki page seems to be set to be private.
EDIT: I forgot to say that the extra tag is in line 1382.
The "barbarians at the gates" event (EVENT_THAT_KIND_OF_DAY) can be triggered when you play as a barbarian leader and you are still at peace with the barbarians. Since the barbarians like to stroll through your territory, the event gets triggered quite frequently.
The "barbarians at the gates" event (EVENT_THAT_KIND_OF_DAY) can be triggered when you play as a barbarian leader and you are still at peace with the barbarians. Since the barbarians like to stroll through your territory, the event gets triggered quite frequently.
It seems that two events are missing their art. See the attached screenshots. IMO, the second event should happen a few turns after the first one, not in the next turn.
Thanks, Will look into this soon.
I will probably only do bugfixes and not release this for players for some time, since I'm currently working on another project.
Please keep forwarding any problems with any events (not just the new) you or anyone gets playing extramodmod.
IMO, the second event should happen a few turns after the first one, not in the next turn.
With regard to the time between events, that's my opinion as a player. It just felt strange to me that the second event happened in the next turn after the first one. I did not check the XML.
fixed.
EDIT: I agree on more time between that events. I will try to increase it.
EDIT2: Seems not to be trivial, so it will take some time until I look into this (I created an issue)
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