View Full Version : Age of Ice: Latest Version


Kael
Jun 23, 2007, 11:54 PM
This thread will contain a link to the latest patch for Fall from Heaven: Age of Ice. Of course we won't be providing one until BtS is offically released.

Jono
Jun 24, 2007, 12:08 AM
Ein minuten bitte! Why would there be an updated version to a scenario included in the official game release? Is it not #dramatic pause# complete?

MagisterCultuum
Jun 24, 2007, 12:31 AM
Its probably complete enough for the professionals, but doesn't yet meet FfH standards. ;) Including updates to the senario is probably a ploy to get more people involved in the development of Shadow and Ice.

ps. when I first entered this sub-forum, there was nothing there, not even this thread. I was tempted to start a spam thread just to see if I could get it up before the real thing, but I chose to refrain from cluttering.

Kael
Jun 24, 2007, 08:59 AM
I just assume that there will be something we will want to change after it releases. Maybe not, I dont know of anything right now and it has certainly been tested more than anything we have ever made. But I couldn't imagine not wanting to tweak it based on all your feedback.

Nikis-Knight
Jun 24, 2007, 09:56 AM
I'm happy with the way it is now, but 1000 or 10000 testers are more likely to find problems then a dozen or two.

Tangential thought, how about (maybe later) changing the sub-forum to FfH Official Scenarios? Seems a bit narrow focus. But it's nice to have an obvious place for people to come who might be playing the AoI without familiarity with the FfH forums, I guess.

iamjooish
Jun 25, 2007, 05:49 PM
You guys got must have drawn some attention from Firaxis.

:goodjob: wtg

JDexter
Jun 26, 2007, 01:31 PM
Its probably complete enough for the professionals, but doesn't yet meet FfH standards. ;) Bwahaha, I loved that one! And it's probably true too, considering what crap some games turn out to be at release *cough* Gothic 3 *cough*. Of course I don't think that Firaxis is like that (well, many people had some severe problems with the first few versions of civ4, but they fixed it eventually, didn't they ;) ).

Just shows the high standards.

vorshlumpf
Jun 26, 2007, 01:50 PM
Every software program released is released with defects. That's a fact of life. The primary dilemma in software production is in deciding when to release - i.e., how many bugs released are acceptable.

No matter how good a QA team is, the user will always find some way to break the system, or discover an obscure defect. So, it's not a matter of if there are bugs or not, but a question of the overall level of quality.

I feel AoI is pretty robust, but as Kael said I wouldn't be surprised if there were at least some tweaks based upon community feedback.

iamjooish
Jun 26, 2007, 06:31 PM
Bwahaha, I loved that one! And it's probably true too, considering what crap some games turn out to be at release *cough* Gothic 3 *cough*. Of course I don't think that Firaxis is like that (well, many people had some severe problems with the first few versions of civ4, but they fixed it eventually, didn't they ;) ).

Just shows the high standards.

it's not so much a matter of "good" release candidates as stable ones. I don't think there's been a single sequel* to Civ that did not undergo a heavy metamorphisis of gameplay through it's patches. Many of those changes, I'd figure, come about from the widespread feedback of players.

oops....[offtopic]

*that's made in part by Sid, jeeez Activision

Virulent
Jun 30, 2007, 10:02 AM
So the updates to FfH:AoI will be separate from any official BtS patch that Firaxis releases?

Kael
Jun 30, 2007, 10:13 AM
So the updates to FfH:AoI will be separate from any official BtS patch that Firaxis releases?

No idea, but Im to impatient to wait for a public patch.

MacGyverInSpace
Jul 02, 2007, 04:00 PM
Also, you may want to implement some changes Firaxis might refuse to distribute.

Ploeperpengel
Jul 03, 2007, 03:34 AM
Also, you may want to implement some changes Firaxis might refuse to distribute.

They didn't refuse us anything;)

Harrier
Jul 05, 2007, 06:03 PM
So the updates to FfH:AoI will be separate from any official BtS patch that Firaxis releases?


Most if not all, official patches are usually for the main/core game. The only scenarios that are usually patched are those produced by Firaxis. That is if they follow the precedents of previous releases.

Just a guess. :)

Bringa
Jul 09, 2007, 06:33 AM
Also, you may want to implement some changes Firaxis might refuse to distribute.

NAKEDPATCH NAKEDPATCH

wilboman
Jul 09, 2007, 06:51 AM
I think what you mean is "hot Coffee". And considering the lack of large amounts of female hotness and the preponderance of hairy male warriorness (not to mention unnameable monsterness), you may regret that.

woodelf
Jul 09, 2007, 06:56 AM
There are a lot of animals...if you're into that sort of thing. :run:

wilboman
Jul 09, 2007, 07:01 AM
True. Although most of the animals are already naked.

Randolph
Jul 12, 2007, 03:43 PM
Were you able to include all the artwork from old CRPGs?

Kael
Jul 12, 2007, 03:45 PM
Were you able to include all the artwork from old CRPGs?

There is no copyrighted art in AoI, its all legal.

Nikis-Knight
Jul 12, 2007, 04:17 PM
Unit icons were replaced with pictures of the actual model, as will be the case in FfH 2 soon.
As for the 2-D art, well, let's just say I gained new appreciation of our art team. ;)

Grey Fox
Jul 12, 2007, 05:45 PM
Does that mean we will see new leaderheads for the Amurites, Illians and Doviello? :)

Sisonpyh
Jul 19, 2007, 09:18 AM
Does that mean we will see new leaderheads for the Amurites, Illians and Doviello? :)

Yes and they look fantastic.

Dev team: I was playing Age of Ice (legally) and Doviello gave up a bit too quickly. Doviello still had about 10 units in their capital whereas I had only 3 total units built (although I raised two of their 1 pop cities) and they still gave me Godslayer/alliance even though they could crushed me if they wanted too.

Kael
Jul 19, 2007, 09:33 AM
Yes and they look fantastic.

Dev team: I was playing Age of Ice (legally) and Doviello gave up a bit too quickly. Doviello still had about 10 units in their capital whereas I had only 3 total units built (although I raised two of their 1 pop cities) and they still gave me Godslayer/alliance even though they could crushed me if they wanted too.


The Doviello's surrender requires 2 things:

1. They have to be down to 1 city (so you have destroyed or conquered the rest).
2. Lugh must be dead.

If those two goals are accomplished they will surrender regardless of their unit counts.

Sisonpyh
Jul 19, 2007, 10:09 AM
The Doviello's surrender requires 2 things:

1. They have to be down to 1 city (so you have destroyed or conquered the rest).
2. Lugh must be dead.

If those two goals are accomplished they will surrender regardless of their unit counts.



Lugh was not dead when they surrendered. 100% positive of that. So did you mean either 1 or 2 needs to be true, not both?

Chandrasekhar
Jul 19, 2007, 11:30 AM
Must... not... click... spoilers...!

wilboman
Jul 19, 2007, 11:59 AM
Correct. For once, the spoiler truly denotes that your gameplay will, to a certain extent, be spoiled.

onedreamer
Jul 21, 2007, 04:26 PM
Cosmetic bug (should I post here ?): the spider pen description says it requires Animal Handling but it doesn't (in fact it's not listed as a prereq). It actually does in the regular version... either way, one of the two is wrong.
This is playing the italian version btw. First time I play FFH in italian, w00t !

And to confirm what written by Sisonpyh, Doviello surrender when they are down to 1 city, Lugh is not counted. It wasn't as easy for me to make them surrender but they aren't a big nuisance because they are quite defensive for being Doviello. They keep Lugh within their cities.

Grey Fox
Jul 21, 2007, 05:37 PM
Ok, I get a message that that Zombie pirate captain is dead and that the ship is available to me. I think great I don't have to kill him, since someone else seems to have done it... But when I get to the location, there is no ship!

Nikis-Knight
Jul 21, 2007, 05:43 PM
@Grey Fox... interesting, I can't think of any reason for him to die, since all AI are barb-traited. Post a save, I guess.

Kael
Jul 21, 2007, 07:40 PM
Ok, I get a message that that Zombie pirate captain is dead and that the ship is available to me. I think great I don't have to kill him, since someone else seems to have done it... But when I get to the location, there is no ship!

Were you at peace with the Doviello when it happened?


BtW there is another way to get to the island, but it takes the creative use of the subdue animal ability.

Grey Fox
Jul 22, 2007, 03:35 AM
Yes I was at peace with Doviello. Here I was thinking I was going to save the island part to last :/

You mean that bird? My brother captured some huge bird, but I haven't seen it yet.

Kael
Jul 22, 2007, 09:18 AM
Yeah, the Doviello probably killed Malus. Pretty rare that the AI would beat the player here, but I'll have to put in a check to stop that (or at least leave the ship if they do).

Grey Fox
Jul 22, 2007, 09:38 AM
Yeah I saw a Charadon ship roaming about. I used the world builder to create a new ship. (All opposition left on the map was Mulcarn so...)

bc1
Jul 23, 2007, 10:16 AM
Yeah I saw a Charadon ship roaming about. I used the world builder to create a new ship. (All opposition left on the map was Mulcarn so...)
you should be able to get on the island from the north via the "valley" garded by an archway (quite easier IMHO than finding and ganging up to capture that "big bird".

Grey Fox
Jul 23, 2007, 11:20 AM
That archway was blocked by a Volcano until I landed on the island and entered the volcano that held the last part of the sword.

BeefontheBone
Jul 24, 2007, 02:39 PM
I believe I had the same issue as Fox - he either wandered off or was killed by the Doviello or blizzards; haven't bothered opening WB yet to check, because I'm getting that "mopping up a too-large HOMM map" feeling all over again - the early game was great fun, though I wish I'd turned the difficulty up a bit (the core lands were never entered by a barb or enemy unit thanks to my aggressive push west early on, a couple of luck spider captures with scouts and a very early Elona the Sorceress after popping KotE from the ancient ruins thingy in the middle of the map), and there's a great sense of the terrain being against you, but the ending is dragging on, in this game at least. I built (and used) some forts for the first time since like Civ 2 though - yay! The only real surprise was the North Wind - nobbled a scout and a spider, then eventually came after my ex-Barb lake city, but was seen off by a Combat 6 fireball :)

illello
Jul 25, 2007, 08:34 AM
Hi all!

sry to disturb but really i cant find the link to download this intriguing scenario (if it exist:confused: ) can someone post it to me?

Many thanks

Lello

AlazkanAssassin
Jul 25, 2007, 08:35 AM
this scenario is only available in the Beyond the Sword expansion pack

Purchase link: http://www.amazon.com/exec/obidos/ASIN/B000PCLBE2/civilizationfana

illello
Jul 25, 2007, 08:48 AM
this scenario is only available in the Beyond the Sword expansion pack

Purchase link: http://www.amazon.com/exec/obidos/ASIN/B000PCLBE2/civilizationfana

Do u mean that it is "already in" the expansion BTS?

lol if so, i didnt notice!

AlazkanAssassin
Jul 25, 2007, 08:55 AM
Do u mean that it is "already in" the expansion BTS?

lol if so, i didnt notice!

that's correct. it is already there.

BeefontheBone
Jul 27, 2007, 12:30 PM
A thought (didn't think it warranted its won thread) - having the icons be pics of the unit models is all well and good, but they're rather hard to tell apart when you're searching for a particular one (or type of one) - this'd be doubly so in full FfH. My suggestion would be to use the backgrounds to mark the type of unit; say, red for melee units, green for recon, blue for archery etc etc. It might help finding individual units; especially at high resolution, the icons are very tiny and similar, unlike the snazzy (copyrighted) stuff in the mod.

uberfish
Jul 28, 2007, 05:48 AM
Unit icons were replaced with pictures of the actual model, as will be the case in FfH 2 soon.

Please be careful with this. I really enjoyed the scenario, but the icons for buildings in AoI are practically indistinguishable. I had to check the mouseover text every time I wanted to build something from the city screen. This could potentially get very annoying in the full mod.

Homunculus
Jul 28, 2007, 02:16 PM
There's a few interesting bits of luck involved, though.. And some things I haven't quite figured out :o

Such as metals... none nearby, but finding copper in one of your mines makes a HUGE difference.

Also, the evil dragon (avoid, avoid! according to the description) fell to the second warmammoth I sent at it..it would have been rather hard to avoid with Kylorin(or whatever his name was) if it hadn't died :o.. 3 moves vs 1 move, IIRC


And am I just missing something, or will I need the valley anyway to get the resources OFF the 'island' (I didn't get a traderoute across the sea :confused: )

All the flavour units are very nice, btw, but not knowing if it's just flavour or if there's actually something in it for you when you take them down can be frustrating at times.

For example, the Great Stag's description seems to indicate that you could 'nurture it'(IIRC), but I don't see how - I could either kill it, or release it, which created it as a barb again. (oh and the attacker was a ranger(?) with subdue animal) :blush:

Killing Mulcarn is a bit of a letdown btw.. Atleast it was in my game... stomping around with about a dozen warmammoths.. Getting to the point of forging the sword was hard (until I got the mammoths), and then the 'slay the god' was a straightforward march west with practically no opposition (bar that dragon that fell easily :o) - it lack the 'quest' feel a bit.


..But a great scenario nonetheless. :D

GeeJo
Jul 28, 2007, 04:34 PM
There's a few interesting bits of luck involved, though.. And some things I haven't quite figured out :o

For example, the Great Stag's description seems to indicate that you could 'nurture it'(IIRC), but I don't see how - I could either kill it, or release it, which created it as a barb again. (oh and the attacker was a ranger(?) with subdue animal) :blush:


Leaving the stag alive will make Kylorin's trip across the wastelands go a great deal faster.

Minor note, but if you *do* release a patch, could you knock up a quick civiopedia entry for the galleon? It's a bit disconcerting to go from reading about dragons and wizards to a historical account of how galleons were popular in the 16th Century.

Homunculus
Jul 28, 2007, 04:42 PM
Leaving the stag alive will make Kylorin's trip across the wastelands go a great deal faster.


Can't say I noticed anything of that :s he was definately slower than that sorceress who had +1 movement (so two total).. so that great deal apparently isn't such a great deal :confused: or?

Seventh Star
Jul 29, 2007, 02:02 PM
Defeating but not killing the stag will cause it to appear when you get Kylorin as a unit to serve as his mount. Kyorlin has iirc move 3 on the stag.

Nikis-Knight
Jul 29, 2007, 02:14 PM
Minor note, but if you *do* release a patch, could you knock up a quick civiopedia entry for the galleon? It's a bit disconcerting to go from reading about dragons and wizards to a historical account of how galleons were popular in the 16th Century.Heh... yeah, where ever possible we had to use vanilla entries, because of the translations. We had a limit on how many words, fairly generous one for a scenario, though.

MagisterCultuum
Jul 29, 2007, 11:59 PM
I kina guessed that, because there are 2 different Kyorlin units in the Civilopedia. The faster one is clearly rinding a stag.

Homunculus
Jul 30, 2007, 03:04 AM
Defeating but not killing the stag will cause it to appear when you get Kylorin as a unit to serve as his mount. Kyorlin has iirc move 3 on the stag.

odd, didn't happen to me though I'm VERY sure I let the stag live...

TheJopa
Jul 31, 2007, 01:40 PM
Request for patch- Add promotion stacker again! Sticking with FfH for a long time, I forgot how cool it is to have all combat promotions in just one square, now my units are covered with promotions again! ;)

3141592
Aug 04, 2007, 12:14 AM
If you get the stag after forging the Godslayer Kylorin gets no bonus.

Oh, yeah, the galley can also move through creators.

Frozen-Vomit
Aug 05, 2007, 06:17 AM
Not sure where to ask this - but is there a way to have archers use barrage all with one click?? I find it quite annoying that pressing barrage with multiple archers selected just affects the first one.

vorshlumpf
Aug 05, 2007, 10:00 AM
No, you have to do it one at a time.

Greeneyedzombie
Aug 06, 2007, 04:35 PM
there is a bug with the game speed. Wich ever speed you use, quick or marathon, the number of turns you can play stay the same. But what is worse, that the game modifies the time needed to build and research according to what it should be for those speeds.

vorshlumpf
Aug 07, 2007, 12:18 AM
Have you ever run out of time?

I'm very deliberate (i.e., super slow), and like marathon speed, and never ran out of time.

Greeneyedzombie
Aug 07, 2007, 07:23 AM
Have you ever run out of time?

I'm very deliberate (i.e., super slow), and like marathon speed, and never ran out of time.

Not yet. I only just started the game. But noticed all gamespeeds last only 800 turns. Seeing that most techs cost in the beginning is between 20 and 80 turns for the beginning of the tech tree. The game would be half over when you have just researched the basic stuff.

vorshlumpf
Aug 07, 2007, 02:02 PM
Well, I played a bunch of marathon games. In all of them I made it to the end of the tech tree before destroying Mulcarn.

Pandemonis
Aug 09, 2007, 04:14 AM
Were you at peace with the Doviello when it happened?


BtW there is another way to get to the island, but it takes the creative use of the subdue animal ability.


Well, if you are talking about the North Wind (the giant bird, that is), I found ti by accident. My Hunter hero, not upgraded at all, but with Woodman I, II, III, Combat I, Subdue Animals, Hills Defence I, II (Yeah, I hunted wolves and frostlings hard and though until I could get a few mammoths. Only to realise they couldn't attack cities, but well, they'll be of some use later) was standing on Forested Hill and resting to heal, when suddenly I am attacked by the giant bird. I win, and capture the bird.

Of course, I send it right away (once healed, that is) to explore the seas up north, and get the piece of the godslayer along with meeting some black XPs hanging arounds the jungles (panthers dont give any building, so they're XP feast). After a few promtions, I have a flying Unit with Movement 3, Attack 11 and Combat I, II, III, IV, with only weakness to Archery -50%.

The thing is, even Archery in towns on hills are too weak for the bird, as I discovered soon:
11+80%-50% (14.3) vs (6) 4+25%+25% IIRC

Is the North Wind meant to be so powerful, or is it just combining good luck and strategy, or is it, as I think, a little unbalanced ?

vorshlumpf
Aug 09, 2007, 01:47 PM
I never threw Fiacra at archers in cities. When the city defence was calculated in with everything else, the odds were too far from 100% for my comfort. As it was, I would still lose the big bird eventually (though, admittedly, after much mayhem).

Pandemonis
Aug 09, 2007, 04:03 PM
Even with those promotions ?

vorshlumpf
Aug 09, 2007, 10:34 PM
Your example uses archers. I've typically faced longbowmen and crossbowmen fortified in cities once I've gotten Fiacra fully promoted.

Jinxicus
Aug 14, 2007, 01:59 AM
I am curios about the blizzards. Are they supposed to hit in your starting area? I was going about my business and all of a sudden I realized I was loosing tiles around my capital to tundra/snow.

vorshlumpf
Aug 14, 2007, 11:36 AM
The mountains should protect you. However, I once (in all of my playtesting games) got a blizzard that sneaked into my valley through the north pass.

Did it actually get adjacent to your capital?

Jinxicus
Aug 14, 2007, 01:48 PM
Yup it took out the two rows of tiles on the far right of the game map (within the valley). Took out the tiles with the sheep, the deer and all those farm plots over there. It just seems to be siting there now, sounds like another restart to me.

Broken Hawk
Aug 14, 2007, 05:12 PM
Does the difficulty level matter is this situation?

vorshlumpf
Aug 14, 2007, 07:47 PM
I'm pretty sure it isn't. I can't speak to the code, but I never noticed a difference from Settler to Deity.

Thennorin
Aug 16, 2007, 07:47 AM
The blizzard code seems slightly bugged. It's not always the case that protected areas remain protected, though I'm sure that wasn't the intention...

I've had a freak blizzard come down into the protected area just west of the north pass, north of the small sea/lake. Of course, that utterly ruined the city I had there and I hadn't gone out on conquest yet so the game was over. It seems to be a very infrequent occurrence but it's nonetheless very frustrating.

Still, the dev team could always argue that there's a fix for this rare occurrence already built into the scenario (children of Kylorin) so it's not such a game-ending issue after you realise it can happen.

snarko
Aug 25, 2007, 10:18 AM
iPower is set to 2 for wells.