tesbs further flavored civilizations [development thread]

the banshees already cost more population (2 and 4 respectively). i think giving them the ability to cast multiple spells per turns is really too strong, having access to higher tier spells should be enough. i may change the buttons though :)

heehee when you ask for my thoughts, be careful what you wish for, no telling what might come out... haha
 
tesb,

how about a haunted forest?? instead of cutting down forest for the hammers (especially out of city range), promoting a haunted forest instead. would give some benefits and possibly a random scare to visitors as well??? swap this out with the build lumbermill possibly?? or some kind of connection with haunted lands... (especially unused tiles)
perhaps haunted lands could mean haunted forest in forest tiles, haunted lands in hills, haunted houses in cottage improvements???

im not trying to make this a by "fiat"-culture like the Malakim, but rather a cold hearted deliberate and malicious environment by design..... :mwaha:

oh yeah, almost forgot. Bats in place of hawks too..... possibly the haunted forest increase chances of spiders spawning, which are not friendly to anyone passing thru

im feeling a "defensive" inner culture, they are short on Heavy Assault (Offensive) units. their expansion is more of a insidious nature, so slow you dont even notice it happening.
 
@graywarden i have already done a replacement for the lumbermill and workshop, i simply could not get it to work so it will replace the the art of the lumbermill and workshops for the infernals/aristrakh. the models themselves work fine i just have problems with the xml.

i included the files in my initial upload they are in the assets/art/structures/buildings/aristrakh folder:
lumbermill replacement: shadowsawmill4.nif
workshop replacement: shadowfoundry2.nif

if you know how to implement them feel free to do it (the models are rather small, so you have to scale them to probably 13-18 in the xml (i.e. set <fScale>14</fScale> )

edit: i got them to work when i replaced the nif files for the generic lumbermill/workshop but this would change the art for all civilizations and not just the infernal/aristrakh.

edit 2: i uploaded them a while ago, see post #187 in the lower half, but no need to download again, like i said the models are already in the folder.
 
@graywarden i have already done a replacement for the lumbermill and workshop, i simply could not get it to work so it will replace the the art of the lumbermill and workshops for the infernals/aristrakh. the models themselves work fine i just have problems with the xml.

i included the files in my initial upload they are in the assets/art/structures/buildings/aristrakh folder:
lumbermill replacement: shadowsawmill4.nif
workshop replacement: shadowfoundry2.nif

if you know how to implement them feel free to do it (the models are rather small, so you have to scale them to probably 13-18 in the xml (i.e. set <fScale>14</fScale> )

edit: i got them to work when i replaced the nif files for the generic lumbermill/workshop but this would change the art for all civilizations and not just the infernal/aristrakh.

edit 2: i uploaded them a while ago, see post #187 in the lower half, but no need to download again, like i said the models are already in the folder.

tesb,

sorry you have now entered my "neverbeentherebefore" zone. I can work my way around xml files somewhat, and have fixed a broken link to an art file. But setting one up, I have not. Im sure someone out here has the ability to make them work... ;o)

ok next item on my list is this:

was it intentional for the zombies/skeletons to not be "hastable"? I assumed that it was, until Deadomancer hit the "White Rabbit" Event and chose the add mobility option, and it failed, which of course it should IF the units are not suppose to be hastable to begin with. But I ASSUMED this, instead of asking.

If they are suppose to be hastable, then we need to fix that. If they are not, perhaps I can make an added help file to indicate this on the appropriate units.
 
What about instead of building the improved units, upgrading them through a magical process using mana instead of hammers or gold? since the units themselves are still skeletons or zombies, they become enhanced as a "ritual" rather then constructed?? this way they are not a duplicate of most of the other civs which build/train their units.
 
was it intentional for the zombies/skeletons to not be "hastable"? I assumed that it was, until Deadomancer hit the "White Rabbit" Event and chose the add mobility option, and it failed, which of course it should IF the units are not suppose to be hastable to begin with. But I ASSUMED this, instead of asking.

If they are suppose to be hastable, then we need to fix that. If they are not, perhaps I can make an added help file to indicate this on the appropriate units.
all undead (i.e. not living units) are immune to the spell haste. you can use lurid agitation though (you need a vampire unit with death II and body II for that spell)

if you refer to the mobility promotion they should have access to it, i made no changes concerning that. (maybe you have not researched the necessary technology yet?)



What about instead of building the improved units, upgrading them through a magical process using mana instead of hammers or gold? since the units themselves are still skeletons or zombies, they become enhanced as a "ritual" rather then constructed?? this way they are not a duplicate of most of the other civs which build/train their units.
it was a bad proposition in the first place to make them buildable, i just wanted to reduce micromanagement a bit. i will change it so you can upgrade units multiple times per turn, i.e. you don't have to wait a turn if you
build a skeleton spearman -> upgrade to squad -> wait turn -> upgrade to company
or maybe i will introduce a new spell that directly upgrades to company, but uses 2 food, so you only have to click once, i may even let the new spell replace the old upgrade once the prerequisites are met. i really do not want them buildable nor do i want them buildable through summoning rituals, that is for an other race.
 
ahh very good, so my first assumption was correct, they are unhastable.

you are probably correct, when that random event occured it was very early in the game.
the horseriding tech probably had not been discovered at that point.

no big deal to me on the build/upgrade/ritual/enhance options.
I was just trying to help with some ideas that would make the Aristrakah different.... ;o)

i will continue to march on down my testing path, and post any crazy ideas that pop in my brain..... :crazyeye:
 
ok heres another idea

zombies get "good" returns on digging up graveyards

and maybe not so good returns on goodyhuts

zombies get "50/50" returns on dungeons

reverse the normal order of things so to speak

graveyards are rarer then goodyhuts, so maybe the bonus is double in ratio

or

tweak it where there are as many graveyards/dungeons as goodyhuts
 
Tesb, in case you would like to know what will become of the Sidar in RifE, feel free to check out this blogpost: urlremoved/rife/blog/2010/07/01/city-actions-and-the-sidar-revamp/

You are listed as one of the inspirations in both the main post, and a comment below it. The RifE team makes sure to give credit where warranted. ;)
 
Any more civ bolstering plans for the future? I think you've had some very interesting ideas so far and have been looking forward to seeing what else you come up with!
 
Any more civ bolstering plans for the future? I think you've had some very interesting ideas so far and have been looking forward to seeing what else you come up with!

i have to make the txt fix for sephi first, i will finish it today or tomorrow hopefully.
if this is done i will:

-make one big last update to the aristrakh probably this week*
-redo the sheaim mechanic when the basic balancing of the new magic system is done**
-either change the infernals or make a new race (i have concepts for both)***

since the hippus already got a really good addition with 9.0 i don't really know which civilization to go to next, perhaps i will just make more unique unit art for each faction. if you have suggestion on what civilization to work on, please go ahead.


*i will make it so that the skeletons will no longer gain xp, but all vampires will have an inherent combat aura that boosts skeletons. since vampires come pretty late i will also make a a new expansive unit that you can build from the get go that has this aura as well but is otherwise worthless. i will also rebalance the cost of the population rituals slightly and make some more minor tweaks.

**maybe i will give the sheaim a mechanic akin to the hippus, or something different i have to see. (i.e. your summons from the planar gate are controlled by an allied ai faction but are also severely buffed, if you choose to do so)

***i want to have one race that relies more on its otherworldly nature i would either tweak the infernals (although they are pretty unique already) or i will make new civilization based on the syron from AoW2:SM
the basic concept is a good civilization from an other plane that seeks refugee in erebus. most units are summoned from the other plane and they slowly tear down the fabric that keeps the planes apart so they will terraform all land in their territory. they will have pretty weak units that really strong on their home terrain however, so to become good in the offensive you have to rely on terraforming. also the new terrain will only be usable by the new civ (the old civs will not gain any yields from it). if i do this howver, i will do it last since it will take quite some work. (making a whole unique unit roster / terrain / improvements / buildings etc.)
 
I think the Lurchurip could use something extra. Though they have Golems and their unique mechanic with Barnaxus, they just don't seem very interesting.

I dont have any specific ideas, but this is one of the civs that I never purposefully play because I find them kind of boring overall.
 
if you're into new races and shadow magic, I think the new races from the awesome SM mod Brave New World 3.2 are as awesome as it gets. Arabians, Asgardians, Immortals, Zulians and Morlocks are all pure class. :D
 
@Sephi

here is the last big update to the aristrakh :)

i put two files in the attachment:
1)
the overwritearistrakh.zip is mostly xml stuff and buttons and one new model nif, you should just override any old files (only aristrakh xml / buttons are affected)
2)
the merge.zip should be merged (i just added one promotion (at the end) in one xml)

Changes:
Spoiler :

-incorporated the last two updates that you forgot two merge ( http://forums.civfanatics.com/showpost.php?p=9277357&postcount=194 and http://forums.civfanatics.com/showpost.php?p=9282927&postcount=195 )
-dark ritual is cheaper
-death pact starts cheaper but the ratio hammers to population gained increases in higher tiers
-all versions of the undead minions (banshees, skeleton spearmen, skeleton archers, skeleton horsemen, skeleton horse archer, zombies) have unique buttons i.e. a skeleton spearmen squad will have a different button then a skeleton spearmen company
-all undead minions can no longer gain experience (except banshees)
-all undead minions can now be build, but still cost population to do so (this is just to reduce micromanagement)
-the upgrade spells of all undead minions are now considered abilities and do not use a spell turn (i.e. you will be able to upgrade from basic version to squad to company in one turn instead of waiting one turn)
-created a new unit: the reanimated general, is a melee unit, costs 1 population is available from the start.
-created a new combat aura: lurid agitation (removed the spell): only affects undead (not vampires), gives 10% strength (scales with aura promotions), gives haste, gives undying (25% withdrawal change, affects only a few targets)
-all aristrakh vampires and the reanimated general have this aura (intrinsic)
-all vampires (but not the reanimated general) have access to a new promotion (after aura dispersion III) that further increases the targets of the auras
-merged in a new text by deadomance and graywarden (thanks again!)
-acolytes (settler replacement) are speeded up by arcane trait (was expansive)
-some minor changes i forgot :D



current issues:
-the button from the lurid agitation combat aura is pink while mousover
to fix it see the edit.

edit: my bad the button works splendidly i just forgot to update the xml, my bad.
Sephi after you installed the files go to ARISTRAKH_CIV4CombatAuraClassInfos.xml and change the button tag to <Button>Art/Interface/Buttons/Promotions/luridagitation.dds</Button> and all is fine :)


edit2:
sephi i forgot to add the tag:
<iExpireChance>100</iExpireChance>
to the undying promotion :(
you can find the promotion in the ARISTRAKH_CIV4PromotionInfos.xml (it is the last promotion in that xml)
 
i am working on a new civ which comes from an other plane, they will use crytal weapons/armor and their cities are rocks with crystal in it.
today i finished the city and the melee line (up to champions)

here is the progress to far:
city:
Spoiler :
attachment.php


melee units:
Spoiler :
attachment.php



any comments are appreciated :)
 
Tesb I find that new race rather interesting.

Although I have a couple of questions.. so are they;

Fallow?

Agnostic?

Evil\Good?

Terraformers?

Oh and I noticed on your earlier post you said you wish to change the infernal?

This is fantastic! What do you have in mind so far?
 
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