View Full Version : FfH version: 1.10g


Kael
May 11, 2006, 08:03 AM
Download here: (retired)

Here is our final version before release. I have no plans to add any new features from here to the 19th. I only want to fix things (Im sure there will be plenty of things to fix) and polish (writing and add in any new art resources from Chalid and C.Roland).

Please try to get me saves from any reproducable CTD and spinlock so I can get them fixed before we release.

I will be out most of the weekend, but I will check all of the feedback when I get back. Try to beat on it as much as possible and let me know what you think works, doesnt work and so on.


1. Added the Vampiric Governor specialist.
2. Added the Conjure Air Elemental spell (summoning, air 3).
3. Added the Hippus Summoner unit (hippus, replaces summoner).
4. Removed the Chicken Itza, Circus Maximus and the Parthenon wonders.
5. Added the Pact of the Nilhorn wonder.
6. Added the Rage spell (divine, chaos 3).
7. Rewrote the Destroy Undead and Entangle spells.
8. Added the Tsunami spell (sorcery, water 3).
9. Added the Pillar of Fire spell (divine, fire 3).
10. Added the Loyalty spell (law 1).
11. Added the Summon Guardian Vines spell (summoning, nature 2).
12. Added the Domination spell (sorcery, mind 3).
13. Added the Spirtual Hammer spell (divine, enchantment 2).
14. Added the Shield of Faith spell (divine, enchantment 3).
15. Added the Water Walking promotion.
16. Added the Boarding promotion.
17. Added the Basium unit (mercurian hero).
18. Added the Tomb of Basium building.
19. Alignments are now maintained through saves.
20. Added the Water Walking spell (sorcery, water 2).
21. Added the Elven Archmage unit (ljosalfar, replaces archmage).
22. Added the Elven Adept unit (ljosalfar, replaces adept).
23. Added the Elven Conjurer unit (ljosalfar, replaces conjurer).
24. Added the Elven Summoner unit (ljosalfar, replaces summoner).
25. Added the Boarding Party unit (lanun, replaces pikeman).
26. Added the Lizardman Assassin unit (clan of embers, replaces assassin).
27. Added the Lizardman Ranger unit (clan of embers, replaces assassin).
28. Added the Lizardman Beastmaster unit (clan of embers, replaces assassin).
29. Added the Lizardman Druid unit (clan of embers, replaces assassin).
30. Formations updated for all of the new units.
31. Elven Worker builds added (cottage, farm, pasture, plantation).
32. Added the Elven Worker unit (ljosalfar, replaces worker).
33. Added a free level on upgrade for upgrade only units (this time it works).
34. Removed the Tower, Summoning Chamber and Cathedral buildings.
35. Added the Cult of the Dragon (religion).
36. Added the Awake the Ancients tech (Kuriotate and Sheaim only, founds the Cult of the Dragon).
37. Added the Yavin the Wood Elf unit (fellowship of leaves hero).
38. Added the Courage spell (spirit 1).
39. Added the Unholy Taint spell (divine, entropy 2).
40. Added the Raiders trait.

Chalid
May 11, 2006, 08:17 AM
Speaking of Graphics stuff. I had planned to finish the dragon as soon as possible but we might want to specialize on one or two civilizations for the release. So if you want to have all the graphics for one race finished just list what you would need and i try to provide them.
I think the Balseraphs and the Calabim would be good candiates. They are both evil (ok not so good ;), but Vampires were often asked for and i think the Balseraphs are really different, so they would be a good race, too.

Balseraph:
Units: Gypsy Wagon, Courtesean,Taskmaster
Hero: Loki
Buildings: Freak Show, Balseraph Palace

Calabim:
Units: -
Hero: -
Buildings: Breeding Pit, Governors Manor, Calabim Palace

Kael
May 11, 2006, 08:23 AM
Speaking of Graphics stuff. I had planned to finish the dragon as soon as possible but we might want to specialize on one or two civilizations for the release. So if you want to have all the graphics for one race finished just list what you would need and i try to provide them.
I think the Balseraphs and the Calabim would be good candiates. They are both evil (ok not so good ;), but Vampires were often asked for and i think the Balseraphs are really different, so they would be a good race, too.

Balseraph:
Units: Gypsy Wagon, Courtesean,Taskmaster
Hero: Loki
Buildings: Freak Show, Balseraph Palace

Calabim:
Units: -
Hero: -
Buildings: Breeding Pit, Governors Manor, Calabim Palace

Im not awfully concerned with building graphics at this point, I would rather have unit skins. Thanks to all of the elf units SeZerth has made the Ljosalfar is nearly complete. I need a few more for the Clan of Embers (which work double duty as the barbarian units), and I agree that the Balseraphs and Calabim would be awesome to have filled out.

Chalid
May 11, 2006, 08:26 AM
Buildings are relatively fast as only low res skins and low poly models are needed. So i think completing those would not be to difficult. I look what the clan of embers need through, and maybe do some low quality elves (compared to rolands/sezerets/ploeperpengels skins), too.

Kael
May 11, 2006, 02:53 PM
K, its up. See you guys on Tuesday.

woodelf
May 11, 2006, 02:56 PM
Have fun with your Better Half. ;)

Corlindale
May 11, 2006, 04:20 PM
The installer file doesn't seem to pick the right directory. Be sure to check it and change it manually if it's wrong.

woodelf
May 11, 2006, 04:34 PM
I noticed that too, but wondered if it was because I was using Firefox this time.

woodelf
May 11, 2006, 05:07 PM
When you're Doviello and declare "war" on animals does that spread over to real barbarians as well?

woodelf
May 11, 2006, 05:44 PM
Oooh, a new Religion. Color me surprised!

And this is the first time I've played a "Quick" game since the settings were the same as the SG. I doubt I'll go back to normal speed. :)

Kael
May 12, 2006, 12:25 AM
When you're Doviello and declare "war" on animals does that spread over to real barbarians as well?

Yes. Unfortunatly animals and barbarians are the same civ.

Kael
May 12, 2006, 12:46 AM
Marketing junk: Its not Fall from Heaven phase 2, just Fall from Heaven 2 or FfH2. "Light", "Fire", "Shadow" and "Ice" are the phases of FfH2.

Chalid
May 12, 2006, 01:41 AM
Ok changed my Sig ;) how about adding some more to make it more distict:

Fall from Heaven II - Part I: The Light of Delos

ok i like those roman numbers ;) they look better than the arabian ones

woodelf
May 12, 2006, 05:00 AM
I'll change my sig as well. ;)

I thought you were going to gay Paris?

C.Roland
May 12, 2006, 07:49 AM
Speaking of Graphics stuff. I had planned to finish the dragon as soon as possible but we might want to specialize on one or two civilizations for the release. So if you want to have all the graphics for one race finished just list what you would need and i try to provide them.
I think the Balseraphs and the Calabim would be good candiates. They are both evil (ok not so good ;), but Vampires were often asked for and i think the Balseraphs are really different, so they would be a good race, too.

Balseraph:
Units: Gypsy Wagon, Courtesean,Taskmaster
Hero: Loki
Buildings: Freak Show, Balseraph Palace

Calabim:
Units: -
Hero: -
Buildings: Breeding Pit, Governors Manor, Calabim Palace

By the way a have an old model that can fit perfectly for the Governors Manor.

Tell me if you want me to arrange my priority for the unit making.

woodelf
May 12, 2006, 07:50 AM
Roland! Join us in the SG...please! :D

Chalid
May 12, 2006, 07:57 AM
I've made an attempt at the Courtesean. I think i could finish the rest of them befor the release. If you already have a Manor all the better. Of course Losha is high priority too but as i understand she is ready for deployment any moment. I you want to do one of the above i will of course not say no ;).
My next model was planned to be the Gypsy wagon (a simple wagon, and the accompanied by the courtesan, an acrobat and an Gypsy)

So there might be no need to rearrange your priority, other than to try picking that projects that will be finished until then. Oh and of course we can make some cool things to surprise Kael when he is back form Paris ;)

C.Roland
May 12, 2006, 08:10 AM
I've made an attempt at the Courtesean. I think i could finish the rest of them befor the release. If you already have a Manor all the better. Of course Losha is high priority too but as i understand she is ready for deployment any moment. I you want to do one of the above i will of course not say no ;).
My next model was planned to be the Gypsy wagon (a simple wagon, and the accompanied by the courtesan, an acrobat and an Gypsy)

So there might be no need to rearrange your priority, other than to try picking that projects that will be finished until then. Oh and of course we can make some cool things to surprise Kael when he is back form Paris ;)

Yeah ! I think, if you want, you should do the balseraph model. The arlequin model(specialy his "joker" hat) is really nice.

I'll finish Losha and after maybe i'll finish the elf or maybe the other lizardmen.

Chalid
May 12, 2006, 08:13 AM
The manor is complete and ready to be used? Or does it need some more work?

Thanks for the compliment about the Harlekin. ;)

C.Roland
May 12, 2006, 08:17 AM
The manor is complete and ready to be used? Or does it need some more work?

Thanks for the compliment about the Harlekin. ;)

Model is ready, i just have to UV it and skin it, but it would not be long. I'm busy today ( I have to go) but tomorow and specialy sunday i have free time so I'll do it.

Chalid
May 12, 2006, 08:23 AM
Great i tell you one thing. UV mapping in Blender is so much easier than in 3ds max. Simply set your cuts press LSCM arrange the bits, ready. In 3ds Max its a real pain as you cannot set cut and such things and the unwrapping functions are ........ - i just had to say this to someone and i think you understand that ;)

Its so bad there is no way yet to do animations with blender ...

woodelf
May 12, 2006, 09:56 AM
*knock on wood*

So far, so good. 240 turns in an no CTDs. I am getting dogpiled though!

I can't wait for a detailed description of the spells, nodes, and the such. Right now I simply upgrade something new and hope it's useful. :D

Chalid
May 12, 2006, 10:05 AM
Look in the civilopedia... the downside is you have to click on every spell ;)

woodelf
May 12, 2006, 10:13 AM
Look in the civilopedia... the downside is you have to click on every spell ;)

I'm hoping that after the release some ambitious person writes a nice FAQ for the spells and such.

Chalid
May 12, 2006, 10:17 AM
Maybe someone can come up with a further Civilopedia-mod to the spell-promotions that shows what every spell sphere allows in combination with the three spell schools (Sorcery, summoning and Divine).

Talchas how hard would that be? The information already is in the XML isn't it.

Chalid
May 12, 2006, 01:36 PM
is one speaks for it self:
http://img126.imageshack.us/img126/7540/orthus1td.th.jpg (http://img126.imageshack.us/my.php?image=orthus1td.jpg)

talchas
May 12, 2006, 02:03 PM
True, all the info is in the xml already. Currently, you can go to the promotions page and each promotion will list all of the spells it allows, you may be able to hover over and see what the other requirement is, I don't remember.

woodelf
May 12, 2006, 02:05 PM
is one speaks for it self:
http://img126.imageshack.us/img126/7540/orthus1td.th.jpg (http://img126.imageshack.us/my.php?image=orthus1td.jpg)

Ouch. I can't imagine winning that game!

woodelf
May 12, 2006, 05:34 PM
Is there a graphic for it? I'll check to see if something is buggered in the XML, but this I found funny. :)

http://img84.imageshack.us/img84/9291/r00012hq.th.jpg (http://img84.imageshack.us/my.php?image=r00012hq.jpg)

Chalid
May 12, 2006, 08:11 PM
The barbaruian trait is not working for the AI (i think its due to the code that forces AI to attack barbarian cities so they start a war with barbarians nevertheless)

The vampire ability that reduces population and gives XP might need to be toned down. How about giving 1 unhappiness?
And maybe give the undead promotion alongside the vampire promotion. And maybe make the governors manor prerequisite for building vampires.

And the vampiric governor is really strong. He doubles the production and significantly increases commerce of the starting city. How about reducing the gain from the palace to balance it a bit (-3 commerce)

The governors manor adds +1 production to every engeneer and +1 commerce to every merchant.. and its additive. I don't think that is intended ( I had engeniers who did 11 hammers each...)

woodelf
May 13, 2006, 04:31 AM
I couldn't figure out the Orcish Slave red blob. I thought the Art_DEF area had a mixed up folder entry, but when I changed it the blob was still there. :confused:

Here's a new issue. In my game I founded the OO, but also several turns later founded the Cult of the Dragon. Unfortunately I can't convert? Am I doing something wrong? Here's a pic of the F7 screen.

http://img81.imageshack.us/img81/7996/con00001ys.th.jpg (http://img81.imageshack.us/my.php?image=con00001ys.jpg)

Chalid
May 13, 2006, 04:47 AM
One can not convert to the cult of the dragon. Its a "no state" religion ;)

woodelf
May 13, 2006, 05:00 AM
One can not convert to the cult of the dragon. Its a "no state" religion ;)

But I founded it?!?!? :confused:

What do you do with it? It's spreading through my lands...

Chalid
May 13, 2006, 05:32 AM
Its a special religion that empowers the dragons when they are in ;)

Oh and it makes other cities flip to you when you posess a dragon.

woodelf
May 13, 2006, 05:52 AM
Alright. I won't stress too much about it.

I hope someone writes a BIG FAQ for the next release. Or we'll be answering all of these questions 100s of times in the main thread.

woodelf
May 13, 2006, 07:45 AM
This goes along with Bambur not getting movement bonuses in hills, but why would an Elven Hunter use up 2 movement points in a Forest? They should fly through them.

wilboman
May 13, 2006, 09:54 AM
Finally through with exams! Playing a bout or two of 1.10g, just to see what I've been missing, and wow am I glad I didn't have this to distract me in the past month!

Funny thing I noticed, it meshes with the Orthus triplets in the succession game - I killed Orthus several rounds back (have the axe to prove it), now I see he's set up shop again in a Barbarian town. He's not been very aggressive of late.

Corlindale
May 13, 2006, 10:17 AM
The graphics for Ancient Forests seem odd. They appear to be situated between 4 squares rather than in their square, making it very hard to see where they actually are.

Chalid
May 13, 2006, 10:22 AM
@Kael: For the Ancient forest: best use leafy05 and scale of 1 instead of 1.5 or 2. that should do the trick.

woodelf
May 13, 2006, 04:39 PM
The graphics for Ancient Forests seem odd. They appear to be situated between 4 squares rather than in their square, making it very hard to see where they actually are.

I noticed that as well. My depth perception was off or so I thought...

Corlindale
May 13, 2006, 04:42 PM
Another thing: Ancient Forests are still incompatible with Guardians of Nature. Quite annoying to see your cities descend into unhappiness as the woodlands grow.

woodelf
May 14, 2006, 07:18 PM
I've mentioned it before, but you can recruit units and still rush build with a Commander. Shouldn't it be either/or?

Kael
May 15, 2006, 02:08 AM
Another thing: Ancient Forests are still incompatible with Guardians of Nature. Quite annoying to see your cities descend into unhappiness as the woodlands grow.

This will be fixed in the next version, thanks Corlindale.

Kael
May 15, 2006, 02:09 AM
I've mentioned it before, but you can recruit units and still rush build with a Commander. Shouldn't it be either/or?

At first I was thinking the ability to do both was a good thing, but on further thought I think you are right and I will change it.

Chalid
May 15, 2006, 05:19 AM
For the Barbarian trait (Doviotelli were in one of my games eradicaded by the barbs so i think the trait is not working as intended. I ssupekt it is related to the attack barb city function)

so you may want to change in CvUnits.cpp


// Returns true if a mission was pushed...
bool CvUnitAI::AI_targetBarbCity()
{
PROFILE_FUNC();

CvCity* pLoopCity;
...
int iI;

if (isBarbarian() || has this units owner TRAIT_BARBARIAN?)
{
return false;
}

i hope that keeps the Dovi-AI from making war with the barbs...

woodelf
May 15, 2006, 04:08 PM
I found an unprotected city for the Balseraphs. Perpentach had just declared war on me 3 turns prior.

http://img226.imageshack.us/img226/7974/unprotected00004to.th.jpg (http://img226.imageshack.us/my.php?image=unprotected00004to.jpg)

Let me know if you need a savegame for some reason.

Chalid
May 15, 2006, 04:41 PM
Can you drop a saboteur via worldbuilder into that city and look what he is building?

woodelf
May 15, 2006, 05:15 PM
Can you drop a saboteur via worldbuilder into that city and look what he is building?

My civ's saboteur? I've never investigated an AI city before so I'm a noob.

woodelf
May 15, 2006, 05:57 PM
Can we increase the propensity of pearls? I just saw some for the first time ---- ever!

Chalid
May 16, 2006, 01:47 AM
Woodelf you will only see Pearls when you start with a seafaering civ (Lanun). So you wont see them in other games and it is not surprising that you saw them only once.

woodelf
May 16, 2006, 04:55 AM
Woodelf you will only see Pearls when you start with a seafaering civ (Lanun). So you wont see them in other games and it is not surprising that you saw them only once.

Damn, I like pearls. Trouble was, there were none near my civ! :)

woodelf
May 16, 2006, 05:26 AM
I think this pic says it all.

http://img66.imageshack.us/img66/2669/pirate00008lr.th.jpg (http://img66.imageshack.us/my.php?image=pirate00008lr.jpg)

I'm not sure if that small lake needs a Pirate! :p

Kael
May 16, 2006, 05:35 AM
I think this pic says it all.

http://img66.imageshack.us/img66/2669/pirate00008lr.th.jpg (http://img66.imageshack.us/my.php?image=pirate00008lr.jpg)

I'm not sure if that small lake needs a Pirate! :p

Hmm... no easy way to fix that. Technically its perfically valid to build a ship there. I could do a check that makes sure there are X amount of water plots within 2 tiles before it allows ships to be built. Or we may allow this. Hmm. Is this the AI doing it or a human player?

woodelf
May 16, 2006, 05:39 AM
That's me. :D

I saw the pirate option so I started it for the screenie. I hope the AI wouldn't do that.

edit - If the ship could bombard that would be different and maybe useful to have in a lake....

Chalid
May 16, 2006, 05:42 AM
Hmm when the ship is DOMAIN_SEA the code should prevent you from building it (as it prevents you from building other ships as well) maybe there is something wrong with the UnitInfo of the Priate?

Edit as long as that Sea is actually a sea and not an ocean (ocean > 10 tiles...)

Can you built other ships as well?

woodelf
May 16, 2006, 05:45 AM
Hmm when the ship is DOMAIN_SEA the code should prevent you from building it (as it prevents you from building other ships as well) maybe there is something wrong with the UnitInfo of the Priate?

Edit as long as that Sea is actually a sea and not an ocean (ocean > 10 tiles...)

Can you built other ships as well?

Let me check, brb.

edit - Just the Pirate. Maybe since it's the UU?

Kael
May 16, 2006, 05:45 AM
Hmm when the ship is DOMAIN_SEA the code should prevent you from building it (as it prevents you from building other ships as well) maybe there is something wrong with the UnitInfo of the Priate?

I think it just keeps you from building ships if there isnt any connected water tiles. In Woodelfs example there is a connected water tile. The game doesn't check to see if that tile is open to the "ocean" or if it is inland.

I assume the AI weights on the amount of water tiles in the fat cross or some such because it doesnt seem to have a problem with this.

woodelf
May 16, 2006, 06:16 AM
I let the city finish the pirate just for the pic. I should have simply used WB, but oh well... Maybe he can generate tourist income? ;)

http://img204.imageshack.us/img204/2112/pirate200008ss.th.jpg (http://img204.imageshack.us/my.php?image=pirate200008ss.jpg)

Chalid
May 16, 2006, 06:17 AM
Check the edit to Woodelves post. actually he cannot built other ships. I'll take a look into the code to try to understand it.


if (GC.getUnitInfo(eUnit).getDomainType() == DOMAIN_SEA)
{
bValid = false;

for (iI = 0; iI < NUM_DIRECTION_TYPES; iI++)
{
pLoopPlot = plotDirection(getX_INLINE(), getY_INLINE(), ((DirectionTypes)iI));

if (pLoopPlot != NULL)
{
if (pLoopPlot->isWater())
{
if (pLoopPlot->area()->getNumTiles() >= GC.getUnitInfo(eUnit).getMinAreaSize())
{
bValid = true;
break;
}
}
}
}

if (!bValid)
{
return false;4
}
}



I found the bug!

GC.getUnitInfo(eUnit).getMinAreaSize() defines how big the sea must be to built that unit. If it is 1 or 0 you can built it in one of those seas.
so check the <iMinAreaSize> of the pirate and compare it to the caravel or whatever

Kael
May 16, 2006, 06:26 AM
Awesome, I'll get it changed, thanks! :D

woodelf
May 16, 2006, 06:40 AM
Nice work Chalid.

Kael
May 16, 2006, 03:47 PM
For the Barbarian trait (Doviotelli were in one of my games eradicaded by the barbs so i think the trait is not working as intended. I ssupekt it is related to the attack barb city function)

so you may want to change in CvUnits.cpp


// Returns true if a mission was pushed...
bool CvUnitAI::AI_targetBarbCity()
{
PROFILE_FUNC();

CvCity* pLoopCity;
...
int iI;

if (isBarbarian() || has this units owner TRAIT_BARBARIAN?)
{
return false;
}

i hope that keeps the Dovi-AI from making war with the barbs...

Its working okay in test. One of the Doviello leaders (Charadon) has the barbarian trait, the other (Mahala) doesn't. So if Mahala was the leader it would make sense.

No one is seeing any more multiple Orthus's with 1.10g are they?

woodelf
May 16, 2006, 03:50 PM
Multiple Orthus? We saw 3 in our SG. I think I had multiple in my last game, but only because his axe was changing hands so often there had to be more then 1.

Corlindale
May 16, 2006, 03:53 PM
I've also gotten the "Orthus' Axe has changed hands" message a suspiciously high number of times.

Chalid
May 16, 2006, 03:56 PM
No one is seeing any more multiple Orthus's with 1.10g are they?


i think i did but I am not 100% positive if it was with 110g or 110f. So assume we do not (at least if you changed someting). If there are we will hear it soon enough. It seemed the time that the Ai actually built Orthus so i assumed there was a problem with the WorldUnit thing. So just for my curiosity: what did you actually change?

Ah that with the one barbarian leader makes sense, i thought both were. Should have not trusted my memory it seems.

woodelf
May 16, 2006, 04:03 PM
Oops. Was that SG with 3 of them for 1.10f? My bad.

I haven't seen multiple in 1.10g then, but it seems fishy.

Kael
May 16, 2006, 04:05 PM
i think i did but I am not 100% positive if it was with 110g or 110f. So assume we do not (at least if you changed someting). If there are we will hear it soon enough. It seemed the time that the Ai actually built Orthus so i assumed there was a problem with the WorldUnit thing. So just for my curiosity: what did you actually change?

Ah that with the one barbarian leader makes sense, i thought both were. Should have not trusted my memory it seems.

In 1.0 the mod force spawns Orthus on the appropriate turn. Its okay but its code and doesn't really make much sense to write a special function for. In FfH2 Orthus is just a civ hero that only costs 1 to build.

My theroy is that that cost is so low that multiple cities build him before the check comes around to note that hes unique (building him out of overflow or wahtever). To try to fix it I put his cost up to 25. Still low but big enough that cities won't be able to build him with overflow.

Kael
May 16, 2006, 04:05 PM
As I look at it I noticed I didnt fix it until 1.10h, so I wouldnt be surprised to see it in 1.10g.

Chalid
May 16, 2006, 04:18 PM
That makes much clear for me, and actually that is not a as good idea as you think. Why you ask?

The AI mostly builds him as defensive unit when he is buildable in cities (yes even if his standard UNIT_AI is UNITAI_ATTACK and all others are not set) Why? It as first starts the most powerfull unit it will start with orthus in a new city, and as there are no defenders in a newly founded city it will built orthus as a defensive Unit. Becuase the first unit always get UNITAI_CITYDEFENSE.
So he will just sit in the city that built him and never go on attack.

Solutions would be spawn him as in 1.0 (i would actually prefer this for orthus as you otherwise could cultivate him (leaving barbarian cities in your surrounding) or make sure he never gets near (when you always destroy barbarians).

But that actually not only a problem of Orthus but of some other AI Heros as well. So you might want to set all units with the Hero promotion on their predifined UNIT_AI when they are built.

Chalid
May 16, 2006, 05:09 PM
Some code seems to block galleys (and i assume other ships as well) from entering cities. This might be correlated to the changes you did for the Pirate grove.

Kael
May 16, 2006, 05:16 PM
Some code seems to block galleys (and i assume other ships as well) from entering cities. This might be correlated to the changes you did for the Pirate grove.

Right you are, i'll get it fixed.

Kael
May 16, 2006, 05:16 PM
That makes much clear for me, and actually that is not a as good idea as you think. Why you ask?

The AI mostly builds him as defensive unit when he is buildable in cities (yes even if his standard UNIT_AI is UNITAI_ATTACK and all others are not set) Why? It as first starts the most powerfull unit it will start with orthus in a new city, and as there are no defenders in a newly founded city it will built orthus as a defensive Unit. Becuase the first unit always get UNITAI_CITYDEFENSE.
So he will just sit in the city that built him and never go on attack.

Solutions would be spawn him as in 1.0 (i would actually prefer this for orthus as you otherwise could cultivate him (leaving barbarian cities in your surrounding) or make sure he never gets near (when you always destroy barbarians).

But that actually not only a problem of Orthus but of some other AI Heros as well. So you might want to set all units with the Hero promotion on their predifined UNIT_AI when they are built.

Hmm.. your probably right, let me chew on it.

woodelf
May 17, 2006, 07:43 AM
I can finally confirm multiple Orthus' in 1.10g. The axe changed hands off-screen and the next turn another one appeared on my borders.

Chalid
May 19, 2006, 02:26 AM
Can you check the summon Djinn once more. I had several strange effects with them like (not sure which Version f or g but i just remembered it when reading the spells in the FfHII thread): City attack +232368236%, 9 movement points, range of vision 34 tiles and so on. It looks like the unit-instance is not correctly initialized sometimes. May be correlated to your giving random spells or whatever.

Kael
May 19, 2006, 02:28 AM
Can you check the summon Djinn once more. I had several strange effects with them like (not sure which Version f or g but i just remembered it when reading the spells in the FfHII thread): City attack +232368236%, 9 movement points, range of vision 34 tiles and so on. It looks like the unit-instance is not correctly initialized sometimes. May be correlated to your giving random spells or whatever.

Will do, thanks. Hes probably being handed a promotion that no longer exists.

wilboman
May 19, 2006, 03:04 AM
As I look at it I noticed I didnt fix it until 1.10h, so I wouldnt be surprised to see it in 1.10g.

I certainly had him reappear on me in 1.10g (same savegame as the Yavin save you'll see him guarding a Barb city to my west, however, you'll also see a Doviello unit running around with his Axe).

wilboman
May 19, 2006, 03:06 AM
Can you check the summon Djinn once more. I had several strange effects with them like (not sure which Version f or g but i just remembered it when reading the spells in the FfHII thread): City attack +232368236%, 9 movement points, range of vision 34 tiles and so on. It looks like the unit-instance is not correctly initialized sometimes. May be correlated to your giving random spells or whatever.

Damn, I need to get me one of those!

Chalid
May 19, 2006, 03:23 AM
@Wilbowman: Did i mention that the djinn did resolve battles, it only needed about 2 minutes to do so.... was no fun...

wilboman
May 19, 2006, 04:09 AM
Ah, shame. But it suddenly occured to me that a cool summoning spell could be one that summons a random strength demon, from very low to the most powerful summonable creature around. Make it a second tier spell and see what people do with it, and make it the only way to possibly summon the strongest summonable unit, so taking the chance is an interesting proposition.

Kael
May 19, 2006, 04:27 AM
Ah, shame. But it suddenly occured to me that a cool summoning spell could be one that summons a random strength demon, from very low to the most powerful summonable creature around. Make it a second tier spell and see what people do with it, and make it the only way to possibly summon the strongest summonable unit, so taking the chance is an interesting proposition.

The problem with random results is that they encourage players to save and reload until they get a result they like, which is never fun.

wilboman
May 19, 2006, 04:56 AM
That's true, I know I'm guilty of having done that on occasion.