View Full Version : Orbis Bug Thread (Old)
Ahwaric Mar 28, 2009, 07:28 PM Old Bug thread ofr versions 0.1-0.2
Current one can be found here (http://forums.civfanatics.com/showthread.php?p=9003635#post9003635)
Ahwaric Mar 28, 2009, 07:29 PM removed
Ahwaric Mar 28, 2009, 07:31 PM Removed
MagisterCultuum Mar 28, 2009, 07:34 PM When did you get a subforum?
Also, wouldn't it make more sense for Fall Further's subforum to be within the modmods subforum like yours is? and then maybe to add a subsubsub forum for FF modmodmods?
Ahwaric Mar 28, 2009, 08:16 PM When did you get a subforum?
Also, wouldn't it make more sense for Fall Further's subforum to be within the modmods subforum like yours is? and then maybe to add a subsubsub forum for FF modmodmods?
Welcome first poster :)
An hour ago I think (the time change just occured for me so I am not sure ;) )
I like this place, but I think people already got used to the place FF is. Anyway, it is not my thing to decide.
Wonder how deep into subsub... and modmod... will this continue.
arkham4269 Mar 28, 2009, 09:00 PM I'm still getting an odd error with certain units playing Scions. Usually it is either Ghostwalkers in the haunted lands, certain units with the Adventurer promotion and specialty units like Pelemoc.
What happens is after they move, the cursor stays with that unit and you have to manually click on another unit to get it 'unstuck' - not a critical bug but an annoying one.
A Golden Dragon Mar 29, 2009, 01:16 AM posten before on the other "main" thread. Workers sometimes destroy mananodes in automatization
Rishardas Mar 29, 2009, 09:15 AM Just an aesthetic problem: Shapechanger & Lycantrophy promotions (acquired by exploration or mutation) change the svart model in the standard model.
Opera Mar 29, 2009, 09:28 AM Another aesthetic issue: the Svart archmage is an old blad guy. Not anything like the Adept & Illusionist.
Giuseppe Mar 29, 2009, 09:33 AM In my last game as Kuriotates, when I was asked to choose a new trait:
- all the traits were listed, and each of them could be choosed;
- the reward was not only the new trait selected, but also the loss of the minor trait - which I did not have, being Cardith Lorda - and the start of a golden age;
- the trait added to the others I already had, so I ended up being, at turn 250, philosophical, industrious, financial, tolerant, expansive, sprawling and adaptive. Woo! :lol:
Another thing, not a bug I believe but something I find a bit disturbing and not realistic: with open borders, other civilizations can claim empty forts in my empire. Why should I give away a fortified piece of my territory, sometimes in the heart of my kingdom? One of my automated workers builds a fort when I'm looking elsewhere and *pop* I find an entire army of another civ standing in it, two squares away from my capitol. :(
Seon Mar 30, 2009, 11:27 AM A problem, Great Generals cracked from lairs cannot build any military installations such as millitary academy, Engineering corps, Naval Academy, etc
Wauthan Mar 30, 2009, 11:43 AM From the CivPedia thread
Missing Text Entries v22b
Chaos Marauder
Emperor's Dagger
Honored Band
War Dancer
Body Node (In buildings, seems misplaced)
The Wild Haven
Ahwaric Mar 30, 2009, 02:02 PM A problem, Great Generals cracked from lairs cannot build any military installations such as millitary academy, Engineering corps, Naval Academy, etc
You mean great generals or great commanders? These are different units with different abilities, and you can't normally get commanders in orbis.
From the CivPedia thread
Missing Text Entries v22b
Chaos Marauder
Emperor's Dagger
Honored Band
War Dancer
Body Node (In buildings, seems misplaced)
The Wild Haven
Thanks, I will take a look.
@Giuseppe
Trait problem identified and fixed. Will have to think on commanders, they need to be castable in your own/enemy territory and not in civ borders you have open borders with.
Just an aesthetic problem: Shapechanger & Lycantrophy promotions (acquired by exploration or mutation) change the svart model in the standard model.
You mean shapechanged and feral strength? If so, please list what units had the problem, I will try to add them to "werewolf"/"wolf"/"bear" list
The promotions you listed do not do anything to the art...
@Opera
I am aware of that, we just need a new art. But seZereth works hard these days...
Opera Mar 30, 2009, 02:26 PM @Opera
I am aware of that, we just need a new art. But seZereth works hard these days...Fine, I'll wait then!
Wauthan Mar 30, 2009, 03:48 PM Not a bug, but a suggestion. Since Swamp Trolls and Chaos Marauders share the same graphic do you think you could change one of them? Preferably the Chaos Marauder into this unit (http://forums.civfanatics.com/showthread.php?t=165163).
far_wanderer Mar 31, 2009, 12:46 AM In One City Challenge, the great general buildings still prevent each other from being built, so without the option of other cities you can only get one.
Is it possible to display the base damage limit for ranged combat?
The AI doesn't appear to be even passively defending against espionage. At least at Noble levels and below, I have fairly quickly been picking up AI research goals and city views without ever raising my espionage slider or building any espionage buildings.
Captured Sea Serpents that are around when you build Blood of the Phoenix can reincarnate in a land-locked capitol.
You should start a balance thread, so that problems which are not actual bugs don't start to clutter up this thread.
Congratulations on the sub-forum! I came back to Orbis recently after several months, and while I was skeptical at first (especially about the food tweaks) my concerns have proven to be invalid, and I have enjoyed my games a lot.
Seon Mar 31, 2009, 03:58 PM You mean great generals or great commanders? These are different units with different abilities, and you can't normally get commanders in orbis.
It's a ghost left over in the Dungeon exploration event in which you get free Great commanders (not the ones you get from warfare). They don't have the ability to create academies, which may confuse some people
Rishardas Mar 31, 2009, 05:49 PM Just an aesthetic problem: Shapechanger & Lycantrophy promotions (acquired by exploration or mutation) change the svart model in the standard model. You mean shapechanged and feral strength? If so, please list what units had the problem, I will try to add them to "werewolf"/"wolf"/"bear" list
The promotions you listed do not do anything to the art...
All my svartalfar units - tested with Scout, Hunter, Ranger, Horseman - with Lycantrophy (at the first Blood Moon) or shapechanged (by the promotion acquired in a wolf den).
Thanks :)
arkham4269 Apr 01, 2009, 12:34 PM While playing the Scions, I noticed that somehow Archeron decided He didn't want to be a city dragon anymore! :eek:
I've included a pic.
Plus, while I forgot to take a pic of it, I'm still noticing that late in the game there are some units that have the guys in that 'armed splayed' position. Last I noticed was fighting some Bannor horse type unit. Is that Art fix been put into the latest patches? I've used each one you've put out but still am getting these odd unit graphic issues, but each time with different units and it always seems to be late in the game.
Oh, on the dragon pic, I think the turn is 365 or so; I first saw the Dragon in the same spot on turn 290.
A Golden Dragon Apr 01, 2009, 01:05 PM :O that is a bug i would be really happy with, makes it a lot easier to kill tha beasty
Quetz Apr 01, 2009, 02:26 PM Minor : Playing as CoE Svart, my assassins (even Alazkan!) are unable to cast Mask unless upgraded from a Nightwatch.
Phoenix_7 Apr 02, 2009, 12:27 AM I was hoping to get some help. I am around turn 280 on a game right now when I got a CTD. I started playing around deleting stuff in the world builder to see what is causing the crash. I found it was the Ljolsafar civ causing it, but I can't figure out what they are doing when i press enter that causes the crash. Things I have tried:
-Disabling their world spell
-Deleting all units
-Deleting all cities and add new one (so I dont destry the civ)
-Add the tech they are currently researching
I still get a crash when trying to go to the next turn. The only way I can get through is to delete all their cities, and thereby destroying the whole civ.
Any ideas what might be casuing the crash? I am determined to continue this game (w/o destrying the Ljolsafar if possible) as I have never gotten past turn 350 or so without a CTD in a game. Having played FfH2 since .16 I would love to actually finish a game for the first time. Any help would be greatly appreciated.
A Golden Dragon Apr 02, 2009, 12:32 AM might be a diplomatic action, since if you destroy your game doesn't crash. A thing that could change this depents on the action they make. I would advice changing relations (try both positive (to prevent war) and negative (to prevent any form of trade)
only thing i could think about now.
Phoenix_7 Apr 02, 2009, 01:02 AM Good suggestion...I'll definately give that a try.
Ahwaric Apr 02, 2009, 08:59 AM I was hoping to get some help. I am around turn 280 on a game right now when I got a CTD. I started playing around deleting stuff in the world builder to see what is causing the crash. I found it was the Ljolsafar civ causing it, but I can't figure out what they are doing when i press enter that causes the crash.
Are they following Fellowship of Leaves by any chance? There are bugs I try to narrow down. I think it has something to do with summon tiger spell, or rather with summoning tigers and then adopting them as totems by the AI... I think it goes like this: adopt tiger (removing it in python) -> try to move/attack with it -> CtD
It is especially hard on vista - what is your OS?
I think all crashes I recently checked come from this part. Something needs to be done, but I do not know how to adress the crash itself, so the possible solutions are:
disable the adoption for AI (will harm AI, removing the most common totem)
change summon tiger to another spell (overpowered as it is)
make summoned tigers unadoptable (maybe for the AI only)
What do you think I should do?
And by the way, I did first part of my RL project, so will have some time today to release version c.
Minor : Playing as CoE Svart, my assassins (even Alazkan!) are unable to cast Mask unless upgraded from a Nightwatch.
Mask requires CoE religion on a unit, so it will not work if the unit has another religion (or none). Svarts do not start with it (and nightwatch do). So it is not a bug. Also, your worldspell does it for all units.
It might be a good idea to make Alazkan always having CoE though.
A Golden Dragon Apr 02, 2009, 09:54 AM well, if he deleted all units, it would be impossible to summon a tiger aswell... so, i don't think it is the case in this particuluar example....
my kurio game crashed aswell :( maybe it is the ljos (ivelleth is one the map) i'm gonna check next time a play.
xienwolf Apr 02, 2009, 10:15 AM If you use Fall Further's Slave/Master system, you can make it impossible to make a totem out of any unit with an assigned Master. Then not even Permanent Summons can be utilized.
If the issue is "I should attack, but first let's graft ourselves and stop existing..." you should see it with ALL animals, not just Tigers.
Ahwaric Apr 02, 2009, 11:06 AM well, if he deleted all units, it would be impossible to summon a tiger aswell... so, i don't think it is the case in this particuluar example....
It is easy to skip just one unit, plus the problem includes units in cities. But only looking into the save can really tell what is wrong.
If the issue is "I should attack, but first let's graft ourselves and stop existing..." you should see it with ALL animals, not just Tigers.
Normal animals have unitai_animal by default, while summons start with Unitai_attack. Also, tigers when running FoL are far more common than all other animals are, so there is a bigger chance for the crash I think.
Also, this is not very common bug, but most of the crashes come from something priests of leaves/tiger related. And the above was my best guess so far, but I am far from being sure and have no idea how to check it.
I did not import master/slave code yet, will try to link it to unitai_attack in python - if present, spell disabled...
Wauthan Apr 02, 2009, 11:45 AM Please remove the tiger summoning spell. As I noted in another thread this ability makes the FoL priests far more powerful in Orbis then in base FFH. If they need to summon something it could be a small Treant (Woodling, STR 3, Move 1, Woodsman I, upgrades to normal Treant at lvl 6).
A Golden Dragon Apr 02, 2009, 11:48 AM that's an easy but effective sollution :) it also seems more FoL...
Phoenix_7 Apr 02, 2009, 04:42 PM Just an update on debugging. I have now determined that deleting the entire Svartalfar civ will also prevent the crash. Knowing this, I assume it it is some sort of interaction between the two.
I tried somewhat testing diplomatic options. I swung the diplomacy way into the postives for both and way into the negatives for both. Still a crash. Doesn't rule out diplomacy, but makes it less likely, I think.
I also tried disabling all the Totem_Spells in the xml files (I set the AIAllowed to zero). Still a crash so I don't believe it is the issue.
Also, I am running on XP
xienwolf Apr 02, 2009, 05:31 PM Is the AC near 20?
Phoenix_7 Apr 02, 2009, 06:56 PM I actually turned off AC for this game...in the hopes of making things simpler and avoiding crashes. You can see how well that worked...
Ahwaric Apr 04, 2009, 02:24 AM I have uploaded new version last night. You can get it here - 0.22 c (http://files.filefront.com/OrbisSetup022cexe/;13533098;/fileinfo.html)
Changelog is quite long, so just follow the link if you want to check it
Because of the new art and problems with filefront (fortunatelly it stays after all), I decided to just update the installer - so no patch this time, just a new base mod.
It is not that much bigger than recent FfH patches, plus it breaks saves and requires reinstall, so the difference is not big.
Please uninstall previous version of Orbis and remove manually orbis folder.
If your version of FfH is not 0.40 z, please update it, then install again.
arkham4269 Apr 04, 2009, 11:27 AM Do we still need to use those ArtFix patches you gave us earlier?
Ahwaric Apr 04, 2009, 12:35 PM No, the art fixes are included in the main download.
In general, all quickfixes are only valid till the next patch.
If you use an old artfix, it will actually break the game.
arkham4269 Apr 04, 2009, 01:18 PM Just started a new game (after doing the Play Now! to clear everything out) and right off the bat I notice that while the pointer showing "Broken Sepulcher" shows up, the artwork for the Sepulcher itself is missing.
Quetz Apr 04, 2009, 11:22 PM First off, this mod is the most fun I've had with FFH for a very long time! The AI is actually giving me trouble for a change (ofc i had to give them a few cities, but oh well.) However, i'm having a couple issues:
1) Where I'm at, turn 250ish, the game is EXTREMELY crash prone. Every 1-3 turns or so.
2) In this game, my Shadows (as CoE svarts) seem to bug the game somehow. I can't click a stack with the shadow in it; it only shows the shadow in the selection and is well, very weird. I can upload the save if you like. Possibly fixed with the invisibility stuff in newest patch?
3) I built the Eyes and Ears Network but have yet to get anything from it, despite being way behind the AI's in research. I see it gives spy points now, and maybe thats all, but it still says it gives tech in the description one way or the other.
Ahwaric Apr 05, 2009, 04:32 AM Just started a new game (after doing the Play Now! to clear everything out) and right off the bat I notice that while the pointer showing "Broken Sepulcher" shows up, the artwork for the Sepulcher itself is missing.
I changed it to haunted ruins art from Kohan2, and all buildings from Kohan need to be increased in size 20x. So it is there, just small ;) Will fix it in d
@Quetz
1 - please, post a save. It is 0.22b, right?
2 - I think shadows had broken animation in 0.22b. It got fixed in c
3 - Eyes and ears network still grants free techs, but you have to have open borders with civs that have the tech you need. Only thing that got changed in Orbis is the number of civs - instead of 3 it is now 4. I think I need to find a way to tie it to the total number of players or map size.
Quetz Apr 05, 2009, 10:18 AM Here's a save. Too bad the new patch breaks saves, no Shadows as Svart is harsh!
Kalimakhus Apr 05, 2009, 04:15 PM First of all, this is indeed a wonderful modmod.
I am playing my first game v 0.22c with the Mechanos. At some point (230+ turns) all my cottages, hamlets, villages, and towns seem to disappear. They are there but graphically invisible. Farms are partially visible (the little structure is there but the patch for cultivated land is not). I wonder if this has anything to do with the issue mentioned a few posts before or it is something else?
KingArthur666 Apr 05, 2009, 05:14 PM How the Palace of the Scions does not grant espionage points like everybody else? Is this a bug, or intentional?
Playing .22c
arkham4269 Apr 05, 2009, 06:09 PM Caption for the first Pic: Whoa! This can't be good! :p
Entered into the Worldbuilder and deleted the square I thought might be causing the problem. As shown by the second pic, I believe it might have been a spider pen that was the issue due to the spider at the top of the pic.
KingArthur666 Apr 05, 2009, 06:23 PM Pink square for the Tuatha De Danann great prophet.
Scion hunters with subdue animal can't adopt animals.
KingArthur666 Apr 05, 2009, 07:54 PM The Wild Haven doesn't grant any promotions to Scions units.
Zarsynn Apr 05, 2009, 09:12 PM Caption for the first Pic: Whoa! This can't be good! :p
Entered into the Worldbuilder and deleted the square I thought might be causing the problem. As shown by the second pic, I believe it might have been a spider pen that was the issue due to the spider at the top of the pic.
Confirmed: entering worldbuilder and adding a spider lair gives the giant red blob of opaqueness... :crazyeye: Haven't found anything else that does it- yet :)
-Z
Ahwaric Apr 06, 2009, 11:19 AM How the Palace of the Scions does not grant espionage points like everybody else? Is this a bug, or intentional?
Playing .22c
Bug. Fixed. For Mazatl and Mechanos, too.
Caption for the first Pic: Whoa! This can't be good! :p
Confirmed: entering worldbuilder and adding a spider lair gives the giant red blob of opaqueness... :crazyeye: Haven't found anything else that does it- yet :)
You have installed 0.22c on FfH 0.40y.
That is partially my fault, forgot to update the compatibility part. 22c requires 0.40 z base.
Best you can do is to uninstall Orbis, remove all reamins, update FfH and then install Orbis again. Saves should be ok with that and you will miss some other blobs. To name just one: bannor spartatoi - I use seZereth's champion for them.
Scion hunters with subdue animal can't adopt animals.
The Wild Haven doesn't grant any promotions to Scions units.
Scions are not alive so can't adopt animals. Same goes for demons and angels.
I did not think it fits, but if you think I should re-enable it, I will do it.
Zarsynn Apr 06, 2009, 06:07 PM You have installed 0.22c on FfH 0.40y.
That is partially my fault, forgot to update the compatibility part. 22c requires 0.40 z base.
Best you can do is to uninstall Orbis, remove all reamins, update FfH and then install Orbis again. Saves should be ok with that and you will miss some other blobs. To name just one: bannor spartatoi - I use seZereth's champion for them.
Cool- that did the trick! Thanks.
Mylon Apr 08, 2009, 10:14 AM I had the towns-disappear bug also.
I've also experienced a weird problem with the scion assassin unit. That is, when it moves, the game does not realize that the unit is done with its turn and move to the next. It hangs until I select a different unit manually and give it an order, then it'll go on to the next unit.
Likewise, when I issue a ranged-attack order to my ships, then tell them to hold (for next turn) the game will come around to them again that turn, so I have to tell them once again to hold.
Elm Apr 08, 2009, 10:25 AM I just started up a game with Orbis. On turn 12, Archeron was created, and the Cult of the Dragon was founded. Is that intentional? The cult is founded by any dragon including Archeron?
Mylon Apr 08, 2009, 10:31 AM Another strange thing I noticed: Workshops require 1 food in the tile to be built. So when playing as the Scions, if I build the workshops on a plains and then build the temple of the gift, I get some very awesome tiles (5 hammers, 2 commerce, I think), but if I build the temple of the gift first, I cannot build the workshop. This kind of must-do-it-in-this-order is rather undesirable, especially since the food part seems kinda irrelevant to scions anyhow. Being stuck only able to build yurts on these tiles bugs me.
Willgar Apr 08, 2009, 03:04 PM Mechanos cant built Mercurian Gate in my current game (22c) not sure if its a bug or a feature :)
Ahwaric Apr 08, 2009, 05:01 PM I had the towns-disappear bug also.
I've also experienced a weird problem with the scion assassin unit.
Never had the town problem - will have to take a look... Just to be sure - no pillaging occured and the extra yield is gone, not just the graphics?
I just started up a game with Orbis. On turn 12, Archeron was created, and the Cult of the Dragon was founded. Is that intentional? The cult is founded by any dragon including Archeron?
No, it is founded by any civ thet worship dragons (Kurios, Sheaim, Mazatl) or by building Acheron. If there are both acheron and the appropiate civ, the cult headquaters will move to it's city.
Founding by acheron is a way to get CotD in game even if no appropiate civ is in.
Another strange thing I noticed: Workshops require 1 food in the tile to be built.
A leftover form old times. Going to find a way to fix it... somehow...
Mechanos cant built Mercurian Gate in my current game (22c) not sure if its a bug or a feature :)
Intentional. Scions and Grigori should not be able to do it, too. I think both Cassiel and Verocchio would sooner die than allow Basium to the world. And Scions are Scions...
civ_king Apr 08, 2009, 05:06 PM simply change it to require 0 food minimum...
Mylon Apr 08, 2009, 06:01 PM Right, fixing workshops is easy. Jus' change the improvement xml in the terrain folder.
As for towns, no they were not totally disappearing, it was only the graphics. The commerce and such was still there (as well as the mouse-over text).
xienwolf Apr 08, 2009, 06:15 PM Probably ERA_END if you imported that concept to keep unique technologies from being granted in Advanced Era start games. It caused... unforseen complications.
Kalimakhus Apr 08, 2009, 06:59 PM First thing that came to my mind was by era defined graphics. i.e. my civ switched to some era for which cottage to town graphics were not defined. I was however playing the Mechanos whose leader is agnostic so I never adopted a religion. As eras are connected to religions in FfH I thought the civ would never switch to a different era. If what you point to implies using the eras for yet another mechanic or just for blocking some techs then I might have switched to some era implicitly without adopting a religion.
Any way, I hope this issue gets solved soon as I had to abandon (temporarily I hope) a game that was quite fun to play.
Darksaber1 Apr 08, 2009, 07:43 PM I can't explore Troll Lairs. I remember being able to in the last version, but since the switch I havn't been able to.
Ceeker Apr 09, 2009, 12:28 AM Orbis won't install correctly for me. I have FfH2 0.40z in my mods
(D:\Program Files (x86)\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\) folder, yet I receive the following error:
"An error occured while trying to read the source file:
The source file "\mods\Fall from Heaven 2\*" does not exist."
:/
I'm thinking it's either because of x64 Vista, or that I have it installed on my D:\ rather than C:\.
EDIT - never mind, I managed to get it up and running by manually copying the FfH2 files across. Looks good so far :)
Ahwaric Apr 09, 2009, 01:31 AM simply change it to require 0 food minimum...
Not so simple. I need to make sure everyone gets the ability to build them and only where they should. If removing :food: requirement, I can add :hammers: req, but that rules out grass.
I can manually add every terrain type, but what to do with snow and desert? Should illians be able to build them on ice (I think so). But without :food: req everyone can or everyone can't...
Probably ERA_END if you imported that concept to keep unique technologies from being granted in Advanced Era start games. It caused... unforseen complications.
I was however playing the Mechanos whose leader is agnostic so I never adopted a religion. As eras are connected to religions in FfH I thought the civ would never switch to a different era.
Any way, I hope this issue gets solved soon as I had to abandon (temporarily I hope) a game that was quite fun to play.
Is it really so much trouble? :( Anyway, do not expect it soon, I think no chance before monday, and that is an optimistic date. Too much work RL and I am almost out of time.
Xienwolf is right I think. I have added renaisssance era to distribute techs better but forgot to check if graphics are defined.... Unfortunatelly, had not enough time to check everything...
Eras are still used the way they are in BtS, but if you got religion, it overwrites other eras.
I can't explore Troll Lairs. I remember being able to in the last version, but since the switch I havn't been able to.
It was never possible. Designed so. You need to remove swamp to get rid of trolls.
Orbis won't install correctly for me.
I'm thinking it's either because of x64 Vista, or that I have it installed on my D:\ rather than C:\
I run vista x64 and installed Orbis it on drive F, so it is not the case.
Probably there is something wrong with your installation i.e. broken registry entry. Anyway, good you got it working :)
Kalimakhus Apr 09, 2009, 08:48 AM @Ahwaric
I didn't mean to say it is such a major problem and indeed it doesn't warrant an emergency patch.
Another minor issue.. the icons above the city bar don't show up .. I think this is because Orbis adds a lot of resources, and corporations. This may miss-up the game fonts file.
Zarsynn Apr 09, 2009, 11:05 AM Just starting to play ORBIS-- very cool modmod!!!
Are the Amurites suppose to be able to build Battering Rams? According to the help text, it's Khazad (if they go into the forests), but I can build them at each and every city as Amurites.
Also- holy Griffons batman!!!! I can throw 5-7 Hunters at them, and even with a forest bonus of 30%+, I still get defeated across the board, even with the 50% extra vs animals. Or, does the 50% bonus not apply to Griffons? IE- are they not animals? the XML tags imply they are, but I'm not very modding proficient. To that point, I tried changing the str to 4 for Griffons in the XML file, but it doesn't seem to propogate to a save game either: is there more than 1 location to change it? Or am I FUBAR? :rolleyes:
A Golden Dragon Apr 09, 2009, 11:21 AM yes they are, every race in orbis can make battering rams, but besieging a city is much tougher
Griffons do seem to spam a lot in orbis... i think they are working on it, just leave em be till you can handle them properly
Kalimakhus Apr 09, 2009, 11:39 AM About griffons, I think they have a bonus against recon units so hunters are not good against them. I usually ignore their nests till I get Archers or better Trebs. I would then range bombard their sorry a--es and clean up with any unit.
Zarsynn Apr 09, 2009, 12:04 PM yes they are, every race in orbis can make battering rams, but besieging a city is much tougher
Ah-- then the 'bug' (albeit not a true bug) is the SidHelpText is a bit off. Good to know now that Seige is tougher in Orbis-- haven't got that far yet as to need to assault a town.
As to Griffons- I have 3 within the cultural borders of my kingdom and they picked off some workmen I had though safe since they didn't seem to move once 'nested'. I wish I could let them be, but have thrown stacks of warriors, scouts and hunters in efforts to dislodge them. Doesn't help that some are in hills/forests etc for defense assist too... :cry:
Odd too that Griffons in the XML do not have any default AI behavior like wolves or bears, unless it's simply due to my lack of XML skills.
-Z
Tathain Apr 10, 2009, 12:03 PM I'm having the problem with the icon bars over the city names on the main map not showing up. It makes managing religions kinda a pain, and when a city is in revolt it is putting up large white lines on my screen.
arkham4269 Apr 11, 2009, 11:57 AM Before I get to my 'bug' I want to ask a general question for you all out there that may know computers better than I. I have an older (Xmas 2004) HP Pavillion laptop w/XP that was pretty pimped out for the time.
I find I get graphic crashes in most games unless I keep the world at small or less and keep my graphics pretty basic. It doesn't always happen, but often enough. I envy those who can play on huge/gigantic maps with 15+ civs. I'm lucky to have 6 plus the Infernals and Basium. Anyway, one thing I find odd though, is that often times a game will be doing well even late in the game, but after shutting it down for the night, when I boot back up, the game will often have problems very quickly. This confuses me since I would think it would be the opposite; rebooting would clear out the memory and such.
Anyway, I decided to try a huge map on quick with all my graphics on their typical 'low' and everything was okay but then suddenly I 'lost' all my cottages. They are all still there if you mouse over the tile, but the graphics have disappeared. The only thing I can remembering happening within a reasonable amount of time was the Illians had done one of their rituals and I started getting white clouds over portions of the island I'm on that aren't in my cultural boundaries. Even though it's turn 285, I also seem to think that their was another bout of receding age, almost like after you did Genesis (which I haven't finished at this time).
When I brought up the game this morning, I also had these weird effect of a white pointer that would come from off screen and needle down to point near where the cursor was. I reset the game to default graphics and rebooted the game and that effect went away but my cottages/towns/hamlets are still gone.
Ahwaric Apr 11, 2009, 05:26 PM Odd too that Griffons in the XML do not have any default AI behavior like wolves or bears, unless it's simply due to my lack of XML skills.
THey have unitai_animal as default, so i.e. do not enter claimed territory.
Also, as you can see in the patch changelog, I am working on griffons' numbers problem. Hopefully it will be enough.
I'm having the problem with the icon bars over the city names on the main map not showing up. It makes managing religions kinda a pain, and when a city is in revolt it is putting up large white lines on my screen.
Hmm, it works fine for me... Any chance for a screenshot/save?
I reset the game to default graphics and rebooted the game and that effect went away but my cottages/towns/hamlets are still gone.
You have probably advanced to renaissance age. I need to check it, but seems the most probable. I need to define the art for this age.
arkham4269 Apr 11, 2009, 05:51 PM You have probably advanced to renaissance age. I need to check it, but seems the most probable. I need to define the art for this age.
Yeah that sounds about right...literally because I remember developing the Printing press and having the music change.
Also, I started a new game and right now I'm noticing more of those bits where we get the big pink dome. I redid patch Z and then installed patch C again since I realized that I patched to C and THEN patched to Z so we'll see if that fixes it. It was really early in the game so I think it may be some of those new feature art since I don't think to many animals had spawned. Either that or it's more spider lairs. :(
I'll double-check to see if my reloading patches fixed the problem.
UPDATE: I think going back and repatching to Z THEN repatching to C did the trick. I check and again both pink blobs where spider pens.
Tathain Apr 11, 2009, 07:35 PM Attached are a few screen shots and and save which two of these shots were taken from. The white lines are jumpy and come and go. I have also seen disembodied aproximations of city icons floating in air. And once yesterday I saw a long string of letters and numbers in white text in place of the city icons. Perhaps this is an issue of my install but it started with the most recent update to FfH and Orbits.
Sarisin Apr 11, 2009, 11:10 PM Endless loop of Gain Aggressive Trait/Lose Minor Leader option.
The Golden Ages each turn are wonderful, but I think there might be a problem with this. ;)
Ahwaric Apr 12, 2009, 08:36 AM I checked both saves.
@Tathain
It works fine for me, no white lines & missing icons...
Does it happen every game? Is it in FfH & BtS too?
When did it start - was it ok in older versions of Orbis?
Anyone else has such problems?
@Sarisin
Got it. A python trigger handling aggressive trait change was missing one "s"...
Fixed in d.
A Golden Dragon Apr 12, 2009, 11:27 AM same problem as tathain, only tried one game... will check later if it is in other games aswell
arkham4269 Apr 12, 2009, 09:48 PM Okay, I just confirmed that when I get Printing Press and enable Humanism, I lose my cottage graphics. Right now those seem to be the only thing wrong right now.
UPDATE: While still there, the windmill graphics shrink to about 1/4 size. The farms seem to shrink and loose the fields, but if it is merely shrinking as well, perhaps it's just to small to see over the bright green of the grasslands.
BenjaminEmbarec Apr 12, 2009, 11:28 PM I can't send a screenshot, but every once in a while the lairs show up as a HUGE pink sphere. Since this is something that's... Quite obvious, I'm betting I've done something wrong. The thing is, all I did was download and install the main Orbis dl on this thread. Is there some extra dl that I'm missing somewhere? The first time, best I could tell, it seemed to be on the Standing Stones but I THINK there was a spider lair in there somewhere due to the number of spiders around it, and I'm SURE it was a spider lair this time.. I happened to have a hunter in the very center and as soon as it explodred the spider's lair it dissapeared. It's not MUCH of a problem... Just annoying when you can't tell what's underneath it. And this thing had as big a radius as my Kurio capital did. 0.o
So far I havn't found any other problems, except for a high number of missing descriptions on leaders, or places where it says "Civpediatextkey," but I think that just means they are placeholders for information to come, right?
Edit: DEFFINITELY giant spider dens, I just followed this one giant spider that every time I destroyed the den it made a new one... And I couldn't find the spider for about six of them because it kept hiding in the pink sphere. :p Smart spider.
civ_king Apr 12, 2009, 11:52 PM I'm guessing it's your graphics card, mine was like that but then I upgraded mine
BenjaminEmbarec Apr 13, 2009, 01:50 AM As bad as my computer is, I would believe you instantly.... Except it never happens in Fall Further, Fall Flat [before it was outdated by the new FF update] or base FFH2. Just Orbis. It happens for any mercenary Elven mages [not the archmages, ironically, or the Illusionist graphic ones] and for Gibbon as well, although theres are much smaller. And that doesn't explain the txtkeyentries. That being said, I'm going to assume it's just my lousy computer. XD
Ahwaric Apr 13, 2009, 06:34 AM I can't send a screenshot, but every once in a while the lairs show up as a HUGE pink sphere.
Edit: DEFFINITELY giant spider dens, I just followed this one giant spider that every time I destroyed the den it made a new one... And I couldn't find the spider for about six of them because it kept hiding in the pink sphere. :p Smart spider.
You had installed Orbis on top of old FfH version and there is missing spider den graphics. It was already reported, just update your FfH to z and then uninstall and reinstall Orbis. Saves will be ok.
Well, that is true unless you get many random lairs turn to red blob. That should happen for spider lairs only.
So far I havn't found any other problems, except for a high number of missing descriptions on leaders, or places where it says "Civpediatextkey," but I think that just means they are placeholders for information to come, right?
The above fix should help here, too. But many minor leaders (especially base FfH ones) do not have descriptions and just TXT_LEADER appears.
@Tathain & A Golden Dragon
You may check the attached files. These are font files from base 0.21. If there is still a problem, try replacing Orbis ones with default FfH ones. Tell me if any of this let the icons to be displayed. They will not display correctly, as i.e. you will get wrong icons for the guilds, but I am trying to find where it got broken.
By the way, what are your system specs? Especially OS.
BenjaminEmbarec Apr 13, 2009, 07:43 AM ... I'd love to agree, but I INSTALLED at 0.40z. I'd recently whiped my comp so installed/patched it up fresh very recently, so that's not it unless something got corrupted durring the download. Allways possible, I have wireless and the storms here tend to screw up anything "big."
Edit: Trying it anyways though. :p
A Golden Dragon Apr 13, 2009, 09:18 AM on first try seems to work, thanks once more ahwaric ;) will test some more now
Mylon Apr 13, 2009, 09:18 AM Attached are a few screen shots and and save which two of these shots were taken from. The white lines are jumpy and come and go. I have also seen disembodied aproximations of city icons floating in air. And once yesterday I saw a long string of letters and numbers in white text in place of the city icons. Perhaps this is an issue of my install but it started with the most recent update to FfH and Orbits.
Definitely video card problems. Check for updated drivers.
Mylon Apr 13, 2009, 09:19 AM Ahwaric, what's the word on the next version? I wanna get started on modding but keeping files up to date is a pain.
arkham4269 Apr 13, 2009, 11:44 AM The above fix should help here, too. But many minor leaders (especially base FfH ones) do not have descriptions and just TXT_LEADER appears.
Hey Ahwaric, just a reminder, the text link when someone creates Kithra is still broken. From the message, it doesn't look like the text isn't there, but the link to the proper text is incorrect since I know the text Kithra has in the Civlopedia is there...unless perhaps the pop-ups when a unit is built comes from a different place.
Ahwaric Apr 13, 2009, 01:36 PM on first try seems to work, thanks once more ahwaric ;) will test some more now
Awaiting tests results. Do you mean that replacing with 0.21 "fixed" it?
Ahwaric, what's the word on the next version? I wanna get started on modding but keeping files up to date is a pain.
I am almost done with the RL work (the worst part of it at least), so I want to work on the patch next. I think I should release it on friday.
Hey Ahwaric, just a reminder, the text link when someone creates Kithra is still broken. [...]unless perhaps the pop-ups when a unit is built comes from a different place.
Fiexd it. It is still empty (it is a different text), but no more broken link.
James009 Apr 13, 2009, 02:18 PM Ah, somehow I completely missed this thread... :\
OOS Bug Report: http://forums.civfanatics.com/showpost.php?p=7967323&postcount=19
Two questions:
1) Is this multiplayer compatible? My friend and I are trying to play via LAN and keep getting OOS errors. Maybe we re-installed it wrong (FfH is OOS'ing too)... so... maybe its us.
2) Anyone else getting the model glitch with the Bannor Warriors? They stand with the "T" stance, arms to side and all. Glitch or did I install it wrong?
Thanks!
EDIT: Total re-install on both machines fixed all issues. Disregard above claims! :D
EDIT: A friend and I made it to about 150 turns and now we keep getting an OOS (sync) error. We reload and it usually works for a few turns and then goes OOS again. I'm going to look more into it.
Possible Problems:
I just did a little more testing and could it have anything to do with Loki? Each turn he does something and it temporarily goes OOS at about the same time... then after a few turns it just goes completely OOS.
I've tested the save on two sets of machines.
Any way I can remove Loki to see if hes the problem? <-- I no longer think that he is
Another possibility is that it is the Ranged Barrage or Bombardment. I remember Rise of Mankind getting errors in relation to this as well... Any way to disable that for MP?
I've attached our multiplayer savegame to see if someone can determine what the problem is.
Good luck!
A Golden Dragon Apr 13, 2009, 02:22 PM everything seems to be working fine now, i just replaced the original files in the orbis folder with the new ones. tested in 3 quick games, so think everything should be working (haven't seen the council of esus but i presume it works)
I am almost done with the RL work (the worst part of it at least), so I want to work on the patch next. I think I should release it on friday.
take your time, RL goes first, as long as we don't pay you (A)
Ahwaric Apr 13, 2009, 04:32 PM everything seems to be working fine now, i just replaced the original files in the orbis folder with the new ones.
Please test again with the attached file. It is a one half way to the broken one and if it would work it would make my life much easier :)
@James009
Great that someone is trying to play simulatneous turns :)
Loki can be deleted via worldbuilder, but that does not work in multiplayer.
Ranged attack can't be disabled, sorry :(
You can try to provide OOS log. It should be described how to get one somewhere in the FFH subforum, but I do not have time to look for it ATM.
A Golden Dragon Apr 14, 2009, 12:43 AM ok will try once i get back from school
BenjaminEmbarec Apr 14, 2009, 07:26 PM The pedia entry says that blasting workshops allow golems built in that city to cast fireball. At least in my game this doesn't seem to be the case. I have two fire mana, one city, and I've tried building mud wood and iron golems. None of them are capable of casting fireball. Is the pedia entry wrong and merely hasn't been changed, or....? :confused: I've never actually made it this far with the Luchuirps before, I got lucky and was started in a nice little corner with PLENTY of mushrooms.
Which gets to something that's a question, and probably not a bug. Don't multiple resources stack? I have seven mushrooms, and they are only counted once for the health boost, same for my four iron and three gold, the iron only counting once as far as I can tell for Prospectors as well... Best I can tell. I've never even bothered to check before, but I was noticing my city was getting sick far sooner then I thought it should with how many health boosting resources were in it's area. And no, I havn't opened world builder yet, but if you want me to check anything to see if something's messing things up I can.
Edit: Only bringing this up here first because this is the first time I've noticed it... For all I know it could be a problem with base FFH2. If that's the case I'll head that way. ;3
Mylon Apr 14, 2009, 10:19 PM Edit: Only bringing this up here first because this is the first time I've noticed it... For all I know it could be a problem with base FFH2. If that's the case I'll head that way. ;3
This is the case with Civ4 as a whole. You only need 1 of a resource to benefit. This encourages civilizations to trade with one another. The exception to this is corporations. Unfortunately corporations seem to kill the idea of trading. Maybe if corporations gave more of a bonus for the first of each resource and diminishing returns on second, third, etc?
A Golden Dragon Apr 15, 2009, 08:35 AM tested quite a lot, everything went well, untill i created the guild of nine..... it had the symbol of the Globe Troup,
so i went back to the original replacement file's, tried to get the guild there aswell, and same problem.
Ahwaric Apr 15, 2009, 09:43 AM tested quite a lot, everything went well, untill i created the guild of nine..... it had the symbol of the Globe Troup,
so i went back to the original replacement file's, tried to get the guild there aswell, and same problem.
@Tathain & A Golden Dragon
Tell me if any of this let the icons to be displayed. They will not display correctly, as i.e. you will get wrong icons for the guilds, but I am trying to find where it got broken.
By the way, what are your system specs? Especially OS.
The files from Fonts.zip are from before I removed Stewards of inequity (021 with no patch), so the guild icons should be wrong. If you realy replaced them with the contents of Fonts pre22.zip they should be displayed correctly, though. Only thing that is different compared to the current version (0.22c) is a small icon for ranged attack.
Anyone else has problems with corporation and guild icons display? They work fine for me...
Tathain Apr 15, 2009, 12:32 PM Sorry about disapearing for a few days there.
I installed the fonts files you posted and it solved the white lines issue, I'm going to play through a game and see how the guilds display.
My system is Vista 32 bit x2 1.6g Athalon. Nividia GeForce Go 6150 (just updated the drivers but that didn't help).
The problem started only with this most recent version of Orbis and doesn't appear in bts or FfH games.
I wanted to say how much I appreciate the time you put into this mod. It plays better than many commerical products I've purchased, thank you! :)
Seon Apr 15, 2009, 07:40 PM This may be fixed now, but for some reasons, my game crashes whenever I convert away from da Ashen Veil as the Sheaim
Mylon Apr 15, 2009, 08:25 PM Things I want to add but lack skills to:
Disable foreign palaces in captured cities for tolerant leaders
Keep civilization unique yields for tolerant leaders (i.e. Elohim ruled Khazad cities)
Mind detailing these out? I don't quite understand what you want to do here.
xienwolf Apr 16, 2009, 12:34 AM Still thinking about the Palaces Ahwaric. I never did get back to you on it, but I tried the "easy method" which was in my head and things didn't work so well. I could disable ANY palace easily, but enabling the Assimilation leader's natural palace ran into a snag for some reason. I am pretty sure that it boils down to a redundant check which I am overlooking to verify proper buildingtype for the class.
Opera Apr 16, 2009, 04:26 AM I don't know if it's the right place for that kind of bug but...
I have a problem with the Orbis editor. In the Leaders tab, for the bFemale tag, there is a dropdown list that just let me choose the value from buildings. I can't type 0 or 1, the software (Excel 2007) tells me that the value has been restricted. Same for bGraphicalOnly (both in Leaders and Civilizations tab).
Ahwaric Apr 16, 2009, 06:18 PM I installed the fonts files you posted and it solved the white lines issue, I'm going to play through a game and see how the guilds display.
The guilds display is not an issue.
I need to know if Fonts pre22.zip works for you - need to find when and how it got broken. I recently removed and rearranged guild icons plus added ranged strength symbol. I know that a file without the changes work, but want to know if the one halfway to a broken one works fine (regarding the problems you described).
This may be fixed now, but for some reasons, my game crashes whenever I convert away from da Ashen Veil as the Sheaim
Save please?
Still thinking about the Palaces Ahwaric. I never did get back to you on it, but I tried the "easy method" which was in my head and things didn't work so well. I could disable ANY palace easily, but enabling the Assimilation leader's natural palace ran into a snag for some reason. I am pretty sure that it boils down to a redundant check which I am overlooking to verify proper buildingtype for the class.
Well, even simple disabling would be fine for me. But Assimilation leader palace is much better of course.
Glad to hear that you still thinking about it :)
@Mylon
To explain:
Tolerant leader can build foreign palace replacing it's default one. That changes war wearnes, palace mana and plenty of othr things that make civs unique. I think that is wrong and want to disable this.
Tolerated cities only allow special buildings and units, plus promotions from civ traits. But nothing else. So you can build camel archers with nomad promotion in captured malakim city, but do not get any extra yields from desert (or be able to build improvements in forests near elven cities). I think you should get this, too, plus current state is really military heavy. You just conscript locals to the army, but do not let them keep their ways...
I don't know if it's the right place for that kind of bug but...
I can't type 0 or 1, the software (Excel 2007) tells me that the value has been restricted. Same for bGraphicalOnly (both in Leaders and Civilizations tab).
It is an ok place :)
I really neeed to fix the formating, there are such problems all over the editor. But you caneasily bypass it - just copy and paste a cell with the right value. It gets accepted unless you manually write the forbidden text.
A Golden Dragon Apr 17, 2009, 06:54 AM retried the fonts pre22, don't know what went wrong last time, but everything works fine now :) guild symbols are ok and in the right spot :)
Opera Apr 17, 2009, 07:01 AM It is an ok place :)
I really neeed to fix the formating, there are such problems all over the editor. But you caneasily bypass it - just copy and paste a cell with the right value. It gets accepted unless you manually write the forbidden text.Oh, should have thought that. Thanks, it did the trick :)
Mylon Apr 17, 2009, 09:10 AM The guilds display is not an issue.
I need to know if Fonts pre22.zip works for you - need to find when and how it got broken. I recently removed and rearranged guild icons plus added ranged strength symbol. I know that a file without the changes work, but want to know if the one halfway to a broken one works fine (regarding the problems you described).
Save please?
Well, even simple disabling would be fine for me. But Assimilation leader palace is much better of course.
Glad to hear that you still thinking about it :)
@Mylon
To explain:
Tolerant leader can build foreign palace replacing it's default one. That changes war wearnes, palace mana and plenty of othr things that make civs unique. I think that is wrong and want to disable this.
Tolerated cities only allow special buildings and units, plus promotions from civ traits. But nothing else. So you can build camel archers with nomad promotion in captured malakim city, but do not get any extra yields from desert (or be able to build improvements in forests near elven cities). I think you should get this, too, plus current state is really military heavy. You just conscript locals to the army, but do not let them keep their ways...
It is an ok place :)
I really neeed to fix the formating, there are such problems all over the editor. But you caneasily bypass it - just copy and paste a cell with the right value. It gets accepted unless you manually write the forbidden text.
It sounds easy enough to disable a foreign palace from being built. Find the code that enables it in the first place and kill it. Possibly under leader traits. For the extra yields, that would be a bit touch. Marking a city as "elven" for the purpose of being able to build improvements... That's also tough. Could make it check for the "elven" worker promotion rather than being based on leader. Xenophobic elves rejecting foreign workers isn't too unusual. Or could make it an or check. For the other bits, you'd have to find pretty much every unique civilization ability and do a check, "was this city conquered? Andif new owner is tolerant? Then grant this bonus regardless of civilization."
Something that would be nice is if the units's racial promotion was based on the culture makeup of the city. That is, if it's 20% dwarven, 80% human, any worker generated will have a 20% chance of being a dwarf. Added in with my cultural model (which I'll modmod in soon) and that would be pretty fun.
Edit: Took a peek at the leader changes, it's in the xml for the yield bonus for malakim and desert. So I'd go to where terrain yield is done and the civ's yield bonus is added in and do an extra check: Is city conquered & is city owner tolerant? Then use max(original owner's formula) or (new owner's formula).
Seon Apr 17, 2009, 08:19 PM I think I figure out why, I was researching Infernal pacts at the time. I thought that as long as you began teching for it, then you would be okay to switch religion
Flanker123 Apr 17, 2009, 11:34 PM What is the deal with the arms splayed out animations?
Whenever I play and load up a game, many units (mostly warriors and scouts) do not animate when they move, they just have their arms splayed out and glide along the ground. Moreover, when I click on those units, their unit menu (where I can click to fortify, sleep, etc) does not show up.
Opera Apr 18, 2009, 04:20 AM The Orbis editor is really nice but, phew!, isn't there the same without all the coloring? I mean, it's great for knowing what has been modified but for modding, it's a PITA as I have to "de-color" everything in order to make my changes stand out. That's not hard for Leaders but for units, it's awful.
Willgar Apr 18, 2009, 09:22 AM Sorry about disapearing for a few days there.
I installed the fonts files you posted and it solved the white lines issue, I'm going to play through a game and see how the guilds display.
My system is Vista 32 bit x2 1.6g Athalon. Nividia GeForce Go 6150 (just updated the drivers but that didn't help).
The problem started only with this most recent version of Orbis and doesn't appear in bts or FfH games.
I wanted to say how much I appreciate the time you put into this mod. It plays better than many commerical products I've purchased, thank you! :)
Try stepping through all the combinations of graphic modes and quality settings to see if it goes away....
arkham4269 Apr 18, 2009, 12:44 PM Not sure if this is a bug or I'm not doing something right.
I can't seem to be able to drain swamps with Troll lairs in them. However, if I remember a post Ahlwaric did awhile back, the only way to destroy troll lairs was to drain the swamp!
So not quite sure if that's changed or if there is some bug preventing me from doing it. It almost seems like the lair is interrupting the process because every turn the work acts like an enemy has interrupted their work. I've had multiple workers try to do it and it still doesn't work after turns and turns.
UPDATE: Forgot to mention, I also tried keeping a military on the tile with the workers to see if that helped. Plus there wasn't any type of unit that could 'explore' the lair to delete it that way. Finally had to use the Worldbuilder to do it. =[
Opera Apr 18, 2009, 03:35 PM Naughty editor bug. Here is what my CIV4CivilizationInfos looks like after an export: <CivilizationInfo>
<Type>CIVILIZATION_LJOSALFAR</Type>
<Description>TXT_KEY_CIV_LJOSALFAR_DESC</Description>
<ShortDescription>TXT_KEY_CIV_LJOSALFAR_SHORT_DESC</ShortDescription>
<Adjective>TXT_KEY_CIV_LJOSALFAR_ADJECTIVE</Adjective>
<Civilopedia>TXT_KEY_CIV_LJOSALFAR_PEDIA</Civilopedia>
<DefaultPlayerColor>PLAYERCOLOR_LJOSALFAR</DefaultPlayerColor>
<ArtDefineTag>ART_DEF_CIVILIZATION_LJOSALFAR</ArtDefineTag>
<ArtStyleType>ARTSTYLE_LJOSALFAR</ArtStyleType>
<UnitArtStyleType>UNIT_ARTSTYLE_LJOSALFAR</UnitArtStyleType>
<bPlayable>1</bPlayable>
<bAIPlayable>1</bAIPlayable>
<Cities>
<City>TXT_KEY_CITY_LJOSALFAR_1</City>
<City>TXT_KEY_CITY_LJOSALFAR_2</City>
<City>TXT_KEY_CITY_LJOSALFAR_3</City>
<City>TXT_KEY_CITY_LJOSALFAR_4</City>
<City>TXT_KEY_CITY_LJOSALFAR_5</City>
<City>TXT_KEY_CITY_LJOSALFAR_6</City>
<City>TXT_KEY_CITY_LJOSALFAR_7</City>
<City>TXT_KEY_CITY_LJOSALFAR_8</City>
<City>TXT_KEY_CITY_LJOSALFAR_9</City>
<City>TXT_KEY_CITY_LJOSALFAR_10</City>
<City>TXT_KEY_CITY_LJOSALFAR_11</City>
<City>TXT_KEY_CITY_LJOSALFAR_12</City>
<City>TXT_KEY_CITY_LJOSALFAR_13</City>
<City>TXT_KEY_CITY_LJOSALFAR_14</City>
<City>TXT_KEY_CITY_LJOSALFAR_15</City>
<City>TXT_KEY_CITY_LJOSALFAR_16</City>
<City>TXT_KEY_CITY_LJOSALFAR_17</City>
<City>TXT_KEY_CITY_LJOSALFAR_18</City>
<City>TXT_KEY_CITY_LJOSALFAR_19</City>
<City>TXT_KEY_CITY_LJOSALFAR_20</City>
<City>TXT_KEY_CITY_LJOSALFAR_21</City>
<City>TXT_KEY_CITY_LJOSALFAR_22</City>
<City>TXT_KEY_CITY_LJOSALFAR_23</City>
</Cities>
<Buildings>
<Building>
<BuildingClassType>BUILDINGCLASS_ALCHEMY_LAB</BuildingClassType>
<BuildingType>NONE</BuildingType>
</Building>
<Building>
<BuildingClassType>BUILDINGCLASS_PAGAN_TEMPLE</BuildingClassType>
<BuildingType>BUILDING_LJOSALFAR_TEMPLE</BuildingType>
</Building>
<Building>
<BuildingClassType>BUILDINGCLASS_PALACE</BuildingClassType>
<BuildingType>BUILDING_PALACE_LJOSALFAR</BuildingType>
</Building>
<Building>
<BuildingClassType>BUILDINGCLASS_DUNGEON</BuildingClassType>
<BuildingType>NONE</BuildingType>
</Building>
<Building>
<BuildingClassType>BUILDINGCLASS_VACANT_MAUSOLEUM</BuildingClassType>
<BuildingType>NONE</BuildingType>
</Building>
</Buildings>
<Units>
<Unit>
<UnitClassType>UNITCLASS_SIEGE_MAGE</UnitClassType>
<UnitType>NONE</UnitType>
</Unit>
<Unit>
<UnitClassType>UNITCLASS_AXEMAN</UnitClassType>
<UnitType>UNIT_SWORDSMAN</UnitType>
</Unit>
<Unit>
<UnitClassType>UNITCLASS_DEMAGOG</UnitClassType>
<UnitType>NONE</UnitType>
</Unit>
<Unit>
<UnitClassType>UNITCLASS_FLAGBEARER</UnitClassType>
<UnitType>NONE</UnitType>
</Unit>
<Unit>
<UnitClassType>UNITCLASS_PRIEST_OF_WINTER</UnitClassType>
<UnitType>NONE</UnitType>
</Unit>
<Unit>
<UnitClassType>UNITCLASS_CROSSBOWMAN</UnitClassType>
<UnitType>NONE</UnitType>
</Unit>
<Unit>
<UnitClassType>UNITCLASS_HORSE_ARCHER</UnitClassType>
<UnitType>UNIT_FYRDWELL</UnitType>
</Unit>
<Unit>
<UnitClassType>UNITCLASS_CHARIOT</UnitClassType>
<UnitType>NONE</UnitType>
</Unit>
<Unit>
<UnitClassType>UNITCLASS_FERIS</UnitClassType>
<UnitType>NONE</UnitType>
</Unit>
<Unit>
<UnitClassType>UNITCLASS_HERNE</UnitClassType>
<UnitType>NONE</UnitType>
</Unit>
<Unit>
<UnitClassType>UNITCLASS_CATAPULT</UnitClassType>
<UnitType>UNIT_BALLISTA</UnitType>
</Unit>
<Unit>
<UnitClassType>UNITCLASS_ARQUEBUS</UnitClassType>
<UnitType>UNIT_FLURRY</UnitType>
</Unit>
<Unit>
<UnitClassType>UNITCLASS_BERSERKER</UnitClassType>
<UnitType>UNIT_WAR_DANCER</UnitType>
</Unit>
<Unit>
<UnitClassType>UNITCLASS_GOLIATH</UnitClassType>
<UnitType>NONE</UnitType>
</Unit>
<Unit>
<UnitClassType>UNITCLASS_HIGH_PRIEST_OF_WINTER</UnitClassType>
<UnitType>NONE</UnitType>
</Unit>
<Unit>
<UnitClassType>UNITCLASS_WAR_CHARIOT</UnitClassType>
<UnitType>NONE</UnitType>
</Unit>
<Unit>
<UnitClassType>UNITCLASS_CANNON</UnitClassType>
<UnitType>NONE</UnitType>
</Unit>
<Unit>
<UnitClassType>UNITCLASS_ADVENTURER</UnitClassType>
<UnitType>NONE</UnitType>
</Unit>
<Unit>
<UnitClassType>UNITCLASS_FREAK</UnitClassType>
<UnitType>NONE</UnitType>
</Unit>
<Unit>
<UnitClassType>UNITCLASS_HERALD</UnitClassType>
<UnitType>NONE</UnitType>
</Unit>
<Unit>
<UnitClassType>UNITCLASS_VALKYRIE</UnitClassType>
<UnitType>NONE</UnitType>
</Unit>
<Unit>
<UnitClassType>UNITCLASS_SERAPH</UnitClassType>
<UnitType>NONE</UnitType>
</Unit>
<Unit>
<UnitClassType>UNITCLASS_REPENTANT_ANGEL</UnitClassType>
<UnitType>NONE</UnitType>
</Unit>
<Unit>
<UnitClassType>UNITCLASS_ANGEL_OF_DEATH</UnitClassType>
<UnitType>NONE</UnitType>
</Unit>
<Unit>
<UnitClassType>UNITCLASS_OPHANIM</UnitClassType>
<UnitType>NONE</UnitType>
</Unit>
<Unit>
<UnitClassType>UNITCLASS_LIGHTBRINGER</UnitClassType>
<UnitType>NONE</UnitType>
</Unit>
<Unit>
<UnitClassType>UNITCLASS_MONK</UnitClassType>
<UnitType>NONE</UnitType>
</Unit>
<Unit>
<UnitClassType>UNITCLASS_GRIGORI_MEDIC</UnitClassType>
<UnitType>NONE</UnitType>
</Unit>
<Unit>
<UnitClassType>UNITCLASS_ABASHI</UnitClassType>
<UnitType>NONE</UnitType>
</Unit>
<Unit>
<UnitClassType>UNITCLASS_ACHERON</UnitClassType>
<UnitType>NONE</UnitType>
</Unit>
<Unit>
<UnitClassType>UNITCLASS_ALAZKAN</UnitClassType>
<UnitType>NONE</UnitType>
</Unit>
<Unit>
<UnitClassType>UNITCLASS_BARNAXUS</UnitClassType>
<UnitType>NONE</UnitType>
</Unit>
<Unit>
<UnitClassType>UNITCLASS_BASIUM</UnitClassType>
<UnitType>NONE</UnitType>
</Unit>
<Unit>
<UnitClassType>UNITCLASS_BLACK_WIND</UnitClassType>
<UnitType>NONE</UnitType>
</Unit>
<Unit>
<UnitClassType>UNITCLASS_LUCIAN</UnitClassType>
<UnitType>NONE</UnitType>
</Unit>
<Unit>
<UnitClassType>UNITCLASS_CORLINDALE</UnitClassType>
<UnitType>NONE</UnitType>
</Unit>
<Unit>
<UnitClassType>UNITCLASS_DONAL</UnitClassType>
<UnitType>NONE</UnitType>
</Unit>
<Unit>
<UnitClassType>UNITCLASS_EURABATRES</UnitClassType>
<UnitType>NONE</UnitType>
</Unit>
<Unit>
<UnitClassType>UNITCLASS_GOVANNON</UnitClassType>
<UnitType>NONE</UnitType>
</Unit>
<Unit>
<UnitClassType>UNITCLASS_GUYBRUSH</UnitClassType>
<UnitType>NONE</UnitType>
</Unit>
<Unit>
<UnitClassType>UNITCLASS_HYBOREM</UnitClassType>
<UnitType>NONE</UnitType>
</Unit>
<Unit>
<UnitClassType>UNITCLASS_LOKI</UnitClassType>
<UnitType>NONE</UnitType>
</Unit>
<Unit>
<UnitClassType>UNITCLASS_LOSHA</UnitClassType>
<UnitType>NONE</UnitType>
</Unit>
<Unit>
<UnitClassType>UNITCLASS_MAGNADINE</UnitClassType>
<UnitType>NONE</UnitType>
</Unit>
<Unit>
<UnitClassType>UNITCLASS_MAROS</UnitClassType>
<UnitType>NONE</UnitType>
</Unit>
<Unit>
<UnitClassType>UNITCLASS_RANTINE</UnitClassType>
<UnitType>NONE</UnitType>
</Unit>
<Unit>
<UnitClassType>UNITCLASS_RATHUS</UnitClassType>
<UnitType>NONE</UnitType>
</Unit>
<Unit>
<UnitClassType>UNITCLASS_TEUTORIX</UnitClassType>
<UnitType>NONE</UnitType>
</Unit>
<Unit>
<UnitClassType>UNITCLASS_TUMTUM</UnitClassType>
<UnitType>NONE</UnitType>
</Unit>
<Unit>
<UnitClassType>UNITCLASS_WAR_MACHINE</UnitClassType>
<UnitType>NONE</UnitType>
</Unit>
<Unit>
<UnitClassType>UNITCLASS_WILBOMAN</UnitClassType>
<UnitType>NONE</UnitType>
</Unit>
<Unit>
<UnitClassType>UNITCLASS_COATLANN</UnitClassType>
<UnitType>NONE</UnitType>
</Unit>
<Unit>
<UnitClassType>UNITCLASS_LUONNOTAR</UnitClassType>
<UnitType>NONE</UnitType>
</Unit>
<Unit>
<UnitClassType>UNITCLASS_STEAMTANK</UnitClassType>
<UnitType>NONE</UnitType>
</Unit>
<Unit>
<UnitClassType>UNITCLASS_REBORN</UnitClassType>
<UnitType>NONE</UnitType>
</Unit>
<Unit>
<UnitClassType>UNITCLASS_ALCINUS</UnitClassType>
<UnitType>NONE</UnitType>
</Unit>
<Unit>
<UnitClassType>UNITCLASS_PELEMOC</UnitClassType>
<UnitType>NONE</UnitType>
</Unit>
<Unit>
<UnitClassType>UNITCLASS_THEMOCH</UnitClassType>
<UnitType>NONE</UnitType>
</Unit>
<Unit>
<UnitClassType>UNITCLASS_MELANTE</UnitClassType>
<UnitType>NONE</UnitType>
</Unit>
<Unit>
<UnitClassType>UNITCLASS_KORRINA_BLACK</UnitClassType>
<UnitType>NONE</UnitType>
</Unit>
</Units>
<FreeUnitClasses>
<FreeUnitClass>
<UnitClassType>UNITCLASS_BANUNG_THE_BLIND</UnitClassType>
<iFreeUnits>NONE</iFreeUnits>
</FreeUnitClass>
<FreeUnitClass>
<UnitClassType>UNITCLASS_NGA_EYE_EATER</UnitClassType>
<iFreeUnits>NONE</iFreeUnits>
</FreeUnitClass>
<FreeUnitClass>
<UnitClassType>UNITCLASS_SETTLER</UnitClassType>
<iFreeUnits>1</iFreeUnits>
</FreeUnitClass>
</FreeUnitClasses>
<FreeBuildingClasses>
</FreeBuildingClasses>
<FreeTechs>
<FreeTech>
<TechType>TECH_HUNTING</TechType>
<bFreeTech>1</bFreeTech>
</FreeTech>
</FreeTechs>
<DisableTechs>
</DisableTechs>
<InitialCivics>
<CivicType></CivicType>
<CivicType></CivicType>
<CivicType></CivicType>
<CivicType>CIVIC_DESPOTISM</CivicType>
<CivicType>CIVIC_RELIGION</CivicType>
<CivicType>CIVIC_TRIBALISM</CivicType>
</InitialCivics>
<AnarchyCivics>
<CivicType>CIVIC_NEUTRALITY</CivicType>
<CivicType>CIVIC_NO_MEMBERSHIP</CivicType>
<CivicType></CivicType>
<CivicType>CIVIC_DESPOTISM</CivicType>
<CivicType>CIVIC_RELIGION</CivicType>
<CivicType>CIVIC_TRIBALISM</CivicType>
</AnarchyCivics>
<Leaders>
<Leader>
<LeaderName>CIVIC_NEUTRALITY</LeaderName>
<bLeaderAvailability>1</bLeaderAvailability>
</Leader>
<Leader>
<LeaderName>CIVIC_NO_MEMBERSHIP</LeaderName>
<bLeaderAvailability>1</bLeaderAvailability>
</Leader>
<Leader>
<LeaderName>LEADER_AMELANCHIER</LeaderName>
<bLeaderAvailability>1</bLeaderAvailability>
</Leader>
<Leader>
<LeaderName>LEADER_ARENDEL</LeaderName>
<bLeaderAvailability>1</bLeaderAvailability>
</Leader>
</Leaders>
<3>LEADER_THESSA</3>
<4>LEADER_IVELLETH</4>
<5></5>
<CivilizationSelectionSound>AS3D_CELTS_SELECT</CivilizationSelectionSound>
<CivilizationActionSound>AS3D_CELTS_ORDER</CivilizationActionSound>
<Fall from Heaven Attributes></Fall from Heaven Attributes>
<bGraphicalOnly>0</bGraphicalOnly>
<MaintainFeatures>
<MaintainFeature>
<FeatureType>PROMOTION_ELF</FeatureType>
<bMaintain>1</bMaintain>
</MaintainFeature>
<MaintainFeature>
<FeatureType>UNIT_GILDEN</FeatureType>
<bMaintain>1</bMaintain>
</MaintainFeature>
</MaintainFeatures>
<FeatureHealthPercentChanges>
<FeatureHealthPercentChange>
<FeatureType>FEATURE_FOREST_ANCIENT</FeatureType>
<iHealtPercentChange>FEATURE_FOREST_NEW</iHealtPercentChange>
</FeatureHealthPercentChange>
</FeatureHealthPercentChanges>
<ImprovementYieldChanges>
<ImprovementYieldChange>
<ImprovementType>-1</ImprovementType>
<ImprovementYields>
<iYield>0</iYield>
<iYield>0</iYield>
<iYield></iYield>
</ImprovementYields>
</ImprovementYieldChange>
</ImprovementYieldChanges>
<TerrainYieldChanges>
</TerrainYieldChanges>
</CivilizationInfo>It's for all civs! :eek:
I think I figured it out: is adding lines a bad thing? :p
Edit: Okay, so I need to modify the macros? It seems that since there is line limits (91 to 204 for example), I need to extend those in order to enable the macroing of my new lines...
Ahwaric Apr 18, 2009, 03:51 PM What is the deal with the arms splayed out animations?
Whenever I play and load up a game, many units (mostly warriors and scouts) do not animate when they move,
You have installed Orbis on top of old FfH version - blood animations are missing. Update FfH to z and reinstall Orbis.
The Orbis editor is really nice but, phew!, isn't there the same without all the coloring? I mean, it's great for knowing what has been modified but for modding, it's a PITA as I have to "de-color" everything in order to make my changes stand out. That's not hard for Leaders but for units, it's awful.
You can use your own shade of red/orange/whatever. But just for you, next version of Orbis will get red markings removed (green still in). Some were missing anyway, plus I do not think these are still usefull. Too many changes.
I can't seem to be able to drain swamps with Troll lairs in them.
My bad. When fixing other bug I forgot it disables removing features required by permanent improvement. Feature no longer required, removal handled in python. So bug fixed.
Naughty editor bug. Here is what my CIV4CivilizationInfos looks like after an export
You did add a new units or builings to "replaced by" list in editor, didn't you? Anyway, you can't add any lines to editor without editing visual basic. You need to tell the exporter where blocks start and end.
Most sheets require that, except unitart and similiar ones.
Edit to your edit: Yes. You need to enable developer tab, and then you will be able to access visual basic. Then go to appropiate sheet and change "For j = 230 To 235" and any other lines that have anything to do to lines numbers. You need to add the number of lines that you added over the lines you are changing, or just check if they point to the right blocks.
If you have any trouble with that, I will probably add a few blank lines to building and unit replacement parts...
Opera Apr 18, 2009, 04:09 PM You can use your own shade of red/orange/whatever. But just for you, next version of Orbis will get red markings removed (green still in). Some were missing anyway, plus I do not think these are still usefull. Too many changes.I did use my own shade :) But thanks, it'll be nice not to have all those red lines everywhere :D
You did add a new units or builings to "replaced by" list in editor, didn't you? Anyway, you can't add any lines to editor without editing visual basic. You need to tell the exporter where blocks start and end.
Most sheets require that, except unitart and similiar ones.
Edit to your edit: Yes. You need to enable developer tab, and then you will be able to access visual basic. Then go to appropiate sheet and change "For j = 230 To 235" and any other lines that have anything to do to lines numbers. You need to add the number of lines that you added over the lines you are changing, or just check if they point to the right blocks.
If you have any trouble with that, I will probably add a few blank lines to building and unit replacement parts...I fixed the problem. As I was meddling with this, I tried to understand why some promotions weren't included (namely the last ones... I have 4 promotions "forgotten" by the macro!). But I still don't know why it does that.
zup Apr 18, 2009, 07:44 PM I have an oddest issue. There is a whole bunch of information missing in my interface. Running Orbis 0.22c. I cannot see the icons for unhappiness and unhealthiness in a city. Nor can I see the icons for which religions and guilds are present in a particular city.
A Golden Dragon Apr 19, 2009, 02:16 AM has been posted before (by me and tathain) you should download the pre22.fonts file on page five and replace them with the ones in the orbis folder.
oh and ahwaric, in case you haven't read, it works now ;)
Mylon Apr 19, 2009, 04:17 PM Any chance a hard long look will be taken at OOS errors? I seem to get them on game start and even on turn 2. Me and my friends want to play Orbis mod multiplayer (or possibly even my own mod-mod-mod) but the game goes OOS immediately.
Mylon Apr 19, 2009, 04:42 PM Any chance I could get my hands on the source code? I attempted to compile it, but the cvunitai file was missing! I obviously could not use the BTS one. I used the FFHz source files and that error went away, but it got stuck on CvCityAI, but that's not going away when I use the FFHz code. The FFHz code seems to have a newer timestamp. Which means if it changed in orbis...
Ahwaric Apr 19, 2009, 06:00 PM I fixed the problem. As I was meddling with this, I tried to understand why some promotions weren't included (namely the last ones... I have 4 promotions "forgotten" by the macro!). But I still don't know why it does that.
That is why I told you to insert your promotions befere the last one. It would be great if I could fix it, bot no idea what the bug is...
Any chance a hard long look will be taken at OOS errors?
OOS logs would be helpfull. I will try to run some test games, but first, I have one vista and one xp machine, so it may cause some oos on it's own.
Is FfH free/low on OOS? I did not play it in ages, especially with simultaneous turns.
Anyway, with the bugs and AI problems, OOS are far from my top priority.
Any chance I could get my hands on the source code? I attempted to compile it, but the cvunitai file was missing!
All needed files are in. Checked it.
It should work if you just replace 0.40z source files with the ones provided by Orbis. Works for me. Does compiling just FfH 0.40z files with no Orbis changes work for you?
Opera Apr 20, 2009, 04:28 AM That is why I told you to insert your promotions befere the last one. It would be great if I could fix it, bot no idea what the bug is...Yes, I did that but the last one got eaten, so I tried to arrange this... Now I have a bunch of useless promotions just here to get eaten so the others are fine :crazyeye:
Mylon Apr 20, 2009, 09:05 AM That is why I told you to insert your promotions befere the last one. It would be great if I could fix it, bot no idea what the bug is...
OOS logs would be helpfull. I will try to run some test games, but first, I have one vista and one xp machine, so it may cause some oos on it's own.
Is FfH free/low on OOS? I did not play it in ages, especially with simultaneous turns.
Anyway, with the bugs and AI problems, OOS are far from my top priority.
All needed files are in. Checked it.
It should work if you just replace 0.40z source files with the ones provided by Orbis. Works for me. Does compiling just FfH 0.40z files with no Orbis changes work for you?
Don't think vista is bad! I play the game on vista. The one time my own mod crashed on Vista but not XP was because it ran into an undefined situation. XP ignored it, Vista didn't. It was my own sloppy programming that caused it.
I did look for OOS logs, but I couldn't find any. I've only had a couple of OOS errors with base FFH. I think one was from a random event, and one time when the infernals/mercurians were summoned. But otherwise it's been pretty smooth for me and my friends. Where do they show up?
I did manage to compile it... I had copied over the base dll files and then yours on top of it, but that wasn't enough. Anyway, now I can tinker around with the code a bit.
arcticnightwolf Apr 20, 2009, 12:07 PM (( Well, actually this isn't bug, but I don't want to create new topic ... ))
Where is located reqBreeding() function? (It's Farmer ability prereq) I can't find it with search ... *confused*
Opera Apr 20, 2009, 12:10 PM It's in entrypoints/CvSpellInterface.py, line 4263 :)
arcticnightwolf Apr 21, 2009, 08:32 AM It's in entrypoints/CvSpellInterface.py, line 4263 :)
... oh, cool - thanks ...
(( *confused* my system search function get bugged again ))
edit: Tuatha De Danann (Great Prophet) has instead of picture little pink(that default color) rectangle(32x32px) ... (:
edit2: amazing modmod ... i love forts and Foresters lodge + Survival ... :D
edit3: sometimes shows me notice "Longbowman died in combat" in white color, and i cannot find where ... (it's not in event log)
PapaMonkey Apr 21, 2009, 11:25 AM The prospector's 'Find Resources' button never seems to light-up and enable for me. I am inside my own borders. I've tried it on various developed and undeveloped tiles. Is there some trick or something that needs to happen before I can use this ability?
arcticnightwolf Apr 21, 2009, 01:08 PM The prospector's 'Find Resources' button never seems to light-up and enable for me. I am inside my own borders. I've tried it on various developed and undeveloped tiles. Is there some trick or something that needs to happen before I can use this ability?
That's reason, why I asked, where is reqBreed (similar to Find Resources but another guild) :D
def reqProspecting(caster):
pPlot = caster.plot()
if pPlot.isCity() == True:
return False
if pPlot.isHills() == False:
return False
iX = caster.getX()
iY = caster.getY()
for iiX in range(iX-1, iX+2, 1):
pPlot2 = CyMap().plot(iiX,iY)
if pPlot2.isWater() == False:
if pPlot2.getBonusType(-1) != -1:
return False
for iiY in range(iY-1, iY+2, 1):
pPlot2 = CyMap().plot(iX,iiY)
if pPlot2.isWater() == False:
if pPlot2.getBonusType(-1) != -1:
return False
return True
=> you must cast it on hill outside city, and there mustn't be any resource one plot up, down, left and right
Ahwaric Apr 23, 2009, 05:17 AM Yes, I did that but the last one got eaten, so I tried to arrange this... Now I have a bunch of useless promotions just here to get eaten so the others are fine :crazyeye:
Yeah, it is a pain, and I do not really know what is causing it... Sorry :(
I will add a "test" promotion, but this time will make it totaly invisible and not selectable...
All that will have to be done will be adding new promotions before it.
By the way, I see you changed your avator. Still thinking if I should change Mahala again to use it. It is great and the art style fits better, but I like the current one, too...
Don't think vista is bad! I play the game on vista. The one time my own mod crashed on Vista but not XP was because it ran into an undefined situation. XP ignored it, Vista didn't. It was my own sloppy programming that caused it.
I did look for OOS logs, but I couldn't find any.
I think there are some OOS bug caused by different OS on different machines - that is the only reason I mentioned it. My coding caused some vista problems, too, but as you said, that was my fault, xp just overlooked it.
I agree, I like vista (I know, it is blasphemy ;) ). It has certian annoyances, but is a good system.
Kael posted a guide to OOS bug hunting a while ago, you can read it here
I did not really try to fix OOS yet, it is just me at the team, and I do not have time unfortunatelly. Coduing is not my storong side, either. But I will try to fix what I can.
I did manage to compile it... I had copied over the base dll files and then yours on top of it, but that wasn't enough. Anyway, now I can tinker around with the code a bit.
Nopt enough? Strange... And I am glad you can look at the code, I am sure you will find some bugs I intorduced. C++ is still hard for me...
The prospector's 'Find Resources' button never seems to light-up and enable for me. I am inside my own borders. I've tried it on various developed and undeveloped tiles. Is there some trick or something that needs to happen before I can use this ability?
That's reason, why I asked, where is reqBreed (similar to Find Resources but another guild) :D
=> you must cast it on hill outside city, and there mustn't be any resource one plot up, down, left and right
I agree, the requirements are quite cryptic.
So, for both, you need to be outside city and inside your borders. Then, you need to be on the right terrain. For prospecting it is any kind of hills, for breeding grass, plains or wetland I think. I need to enabkle iyt on any farm, so that illians can use it, too.
The last requirement which was introduced to disable bonus on every tile, as arcticnightwolf said there mustn't be any resource one plot up, down, left and right. Water resources do not count, so it might be a bit easier to do the search at the sea side. Also, even invisible resources count (i.e. patrian artifacts).
Opera Apr 23, 2009, 07:56 AM Yeah, it is a pain, and I do not really know what is causing it... Sorry
I will add a "test" promotion, but this time will make it totaly invisible and not selectable...
All that will have to be done will be adding new promotions before it.Don't apologize, it's part of the fun of modding :p
Mahala: Personally, I don't mind if it isn't changed as I've already done it. Forgot the banner for the popup though (BTW, how is the border effect done?). I know that Valkrionn will be using the blonde one in his Doviello+ mod. WarKirby suggested it would be better if she had her midriff covered. I like her this way so it's totally up to you ;)
PapaMonkey Apr 23, 2009, 11:07 AM Thank you ArticNightWolf and Ahwaric, this was what I was missing. I was also happily surprised to see that it is not a sure thing, but that odd stuff can happen. Fun!
arkham4269 Apr 23, 2009, 11:57 AM Still having a problem with Scion units. Any time certain units (usually ghostwalkers) pass through a Haunted Lands, the unit get's 'stuck' in the sense that even after the unit has finished it's movement, the cursor doesn't advanced to the next unit. You have to manually click another unit to get back into the normal cycle of next active units.
This isn't a game stopper but it is very, very, annoying.
Plus, I know coming from the Civlopedia Guru this may seem whinny but can we get better descriptions of Scion spells for Pelemoc? He has a few I can't figure out when/how to use. What's the point of a spell if you can't figure out when to use it?
Kornaki Apr 25, 2009, 12:36 AM I can't see the fortification bonus or the religions inside a city, or whether it's happy/unhealthy from the map (instead of all the icons, there's just nothing).
Also, I think the AI is a bit quick to fortify his archers and fort commander, as opposed to using their ranged attack (I realize that's not really a bug)
A Golden Dragon Apr 25, 2009, 01:49 AM problem with alcinus, once he dies, he doesn't return in the capital of the scion's but, in the capital of someone else, i noticed on 2 occasion's... really weird, playing as dwarves and then getting a mage...
Valkrionn Apr 25, 2009, 02:00 AM That is not a bug, but working as designed. There is a chance that Alcinus will spawn for other civs when killed... He will eventually be killed again, come back to the Scions, and have gained a few new spells.
arkham4269 Apr 25, 2009, 11:18 AM Will the next patch fix the Mechanos problem with having their cottages and farms disappear when they reach printing? It really takes the fun out of playing them. :(
Wauthan Apr 25, 2009, 02:47 PM It's not Printing. It's something else that causes it. I've tried to narrow down the bug but it seems almost random, but tied to midgame somehow. Refined mana nodes? It must be some kind of trigger that's coupled with tile improvements since only happens to Mechanos.
Valkrionn Apr 25, 2009, 03:44 PM Reasonably sure that it is not really printing, but rather advancing to a new Era that causes it. If the artwork is not defined for the era, it will not be visible. FF had the same issue with defining ERA_END for the the unique civ techs.
xienwolf Apr 25, 2009, 05:23 PM Pretty sure it was before last patch that I did it, but FF no longer cares what the Era of any technology is. Your personal Era only advances with religion changes (so Grigori are permanently in ERA_ANCIENT, or whatever you start your game on). Done specifically to avoid all of these nuisances.
arkham4269 Apr 25, 2009, 08:52 PM Reasonably sure that it is not really printing, but rather advancing to a new Era that causes it. If the artwork is not defined for the era, it will not be visible. FF had the same issue with defining ERA_END for the the unique civ techs.
Well it is something because in the game I'm currently playing as the Amurites, the Grigori have obviously tripped the 'bug' since I can't see their farms or cottages yet mine are fine.
KingArthur666 Apr 26, 2009, 10:53 AM Once I discovered the Erebus map script I started playing it every time. I decided I wanted to play the Lanun (and they suck on Erebus) so I went with a big and small map instead. To my amazement there was Kelp all over in the water and little bits of haunted forest scattered about the map from the very start.
How come these don't show up on the Erebus map script?
I've also wondered about some sort of haunted coast, to make coastal cites not completely useless for the Scions.
arkham4269 Apr 26, 2009, 11:41 AM I've also wondered about some sort of haunted coast, to make coastal cites not completely useless for the Scions.
You would think that they would have some sort of 'evil' Sargasso Sea sort of thing. Plus, I would think it would be a semi-tweak to the Hell terrain for water.
bread smith Apr 27, 2009, 10:23 AM It's not Printing. It's something else that causes it. I've tried to narrow down the bug but it seems almost random, but tied to midgame somehow. Refined mana nodes? It must be some kind of trigger that's coupled with tile improvements since only happens to Mechanos.
For me, the Cottage and farm graphics were gone, after inventing "Steam Power" with the Mechanos. (Version .22c)
Also the symbols for Guilds, Happiness, etc. above the Citybar dissappeared with Steam Power. I will try the pre22 fonts tonight.
EDIT: The fonts worked. The symbols are visible again. And I read in the change log for the next version, that the era graphics will be fixed. So, no problemms anymore!
_____________
By the way I really want to thank you for this great modmod Orbis. I tried around with Fall Further the last months, but it's was allways crashing to desktop in mid/late games - nearly every turn. Orbis is running very stable so far (about round 500 now on Epic).
I really love your handling of Forts with the Fort-Commander, besides the countless other nice features...
jcjcjc Apr 29, 2009, 03:52 AM Ranged attacks - as the targets health goes down the XP the attacker gets goes up (even if they are doing no further damage). A stack of Archers can get 3XP each, Trebuchets 4XP and as for my SOD Trebuchets promoted to Howitzers (with Blitz/Barrage) I had 10 units that could release Brigit before turn 400 !
Easily checked with WB a coastal fort/3 archers & a Held Barbarian Trireme. Has happened over 3 different games & a FfH/Orbis reinstall
Ahwaric Apr 29, 2009, 03:01 PM Mahala: Personally, I don't mind if it isn't changed as I've already done it. Forgot the banner for the popup though (BTW, how is the border effect done?). I know that Valkrionn will be using the blonde one in his Doviello+ mod. WarKirby suggested it would be better if she had her midriff covered. I like her this way so it's totally up to you ;)
Ok, I will add the new one. The art style fits much better. So, I will make the popup. The border is in blending options, bevel and emboss. ATleast in photoshop.
Any time certain units (usually ghostwalkers) pass through a Haunted Lands, the unit get's 'stuck' in the sense that even after the unit has finished it's movement, the cursor doesn't advanced to the next unit.
Plus, I know coming from the Civlopedia Guru this may seem whinny but can we get better descriptions of Scion spells for Pelemoc?
The problem probably comes form art changes when ghostwalkers enter and leave haunted lands. Will check if it really is the reason, but no idea how to fix it if so.
You are right, time to add the description.
That is not a bug, but working as designed. There is a chance that Alcinus will spawn for other civs when killed... He will eventually be killed again, come back to the Scions, and have gained a few new spells.
You can use emperor's dagger (if you manage to get one) to locate and kill Alcinus even if he is owned by another civ without starting a war. But you never know where will he go next.
Reasonably sure that it is not really printing, but rather advancing to a new Era that causes it. If the artwork is not defined for the era, it will not be visible. FF had the same issue with defining ERA_END for the the unique civ techs.
It is a new era - renaissance -= that I added in patch c. Some art definitions for it are missing. Cottages and such are already fixed, thanks for the info on farms arkham
...To my amazement there was Kelp all over in the water and little bits of haunted forest scattered about the map from the very start.
How come these don't show up on the Erebus map script?
I've also wondered about some sort of haunted coast, to make coastal cites not completely useless for the Scions.
Erebus behaves strangely with some features, I guess I need to finally start editing scripts to make them more Orbis - friendly. Time, give me more time :cry:
Scions definetlty need some extra from coast and ocean. Maybe some special building replacing lighthouse? Or just plain +1 :commerce: from water tiles... Or both?
Ranged attacks - as the targets health goes down the XP the attacker gets goes up
That should be fixed in new FF code and I am going to include it in patch d.
Which I will probably post on saturday. Sorry for all the dealays, I hardly had any time to work on Orbis recently. But this time I really want to post the update "on time".
arkham4269 Apr 29, 2009, 03:10 PM Erebus behaves strangely with some features, I guess I need to finally start editing scripts to make them more Orbis - friendly. Time, give me more time :cry:
Too bad we couldn't chip in and buy you some. :p Of course I'm sure just wading through all of the posts on the different threads in this forum is enough of a time destroyer! :eek:
jcjcjc Apr 29, 2009, 03:25 PM Playing as Scions
Reading the "fluff" in the Civilopedia entry for Martyrs of Patria it should be an upgrade from a Level 6 Martyr. However The Civilopedia shows no Upgrade To for a Martyr of Patria, Assassin does but is not a valid unit for Scions.
Given I have Level 6 Martyrs + Guilds + CoE but no upgrade shown, what am I missing or is this a bug?
Slightly connected to this; I have built 29 military units since I founded CoE & spread it to my cities, but none of them are showing a personal religion; is this expected?
Master_Hugian Apr 29, 2009, 09:49 PM Playing as the Scions
Unable to build cotteges on plains that has had haunted lands spread to it, assuming because it no longer produces any "food", was quite annoying as those tiles became useless (or rather, less useful)
Opera Apr 30, 2009, 02:22 AM Ok, I will add the new one. The art style fits much better. So, I will make the popup. The border is in blending options, bevel and emboss. ATleast in photoshop.You don't have to: see Valkrionn's post in this thread (http://forums.civfanatics.com/showpost.php?p=8019993&postcount=202) :goodjob:
Valkrionn Apr 30, 2009, 08:17 AM Here's my version. I'm sure you can make better, but it might save you some time. :lol:
Seon Apr 30, 2009, 09:00 PM Did anyone build the Emporer's dagger with the Risen Emperor? I have level 6 Martyrs, but was unable to upgrDe them despite having poison and Imperial Cenotaph.
Help will be appreciated
jcjcjc May 01, 2009, 03:09 AM Did anyone build the Emporer's dagger with the Risen Emperor? I have level 6 Martyrs, but was unable to upgrDe them despite having poison and Imperial Cenotaph.
Help will be appreciated
No I cant either ( see last post on previous page). I'm still wondering if its because the promotion is attached to Assassin & not Martyr.
Regards
arkham4269 May 02, 2009, 11:39 AM Not necessarily a bug but more of a comment on what the AI is (or apparently not) thinking about when it chooses to attack.
So here I am playing Hyborem and I'm building the Tower of Mastery so everyone attacks me. This is late in the game yet for the most part the Illians only attack me with individual canons picking off the occasional worker that I forgot I had improving things automatically.
The Calibim, OTOH, get this big stack and move it right toward the old capital of the Kuriotates. Sure it's a big prize but it also has most a good chunk of my army to include Hyborem himself. Yet within striking distance of his army are two new cities I had build that, at most, had a few longbowmen , some skeletons and maybe a pikeman unit. I had sort of felt those cities would be lucky to hold out for more than a turn and I figured it was better to keep them weak to sucker the AI in to attacking them since they'd loose some good troops in the process. Nope, the AI moves almost all of his best units right into the maw of the army I wiped the Kuriotates out with!
Then there is the Amurites. We share a border with some of our biggest cities being about 4-5 tiles away from each other. For the longest time, they were the highest score Civ in the game (them being my Civ prior to creating Hyborem) and I expected that with the bulk of my late game units in other areas that I was going to have a messy few turns as the hordes of Amurites come across the border. It never happened! About the only thing they do is send individual Griffin-riders to attack skeletons guarding mana nodes! They don't even raze them! So it's easy for me to kill these units. About the only other thing we do is we have an area that has a Amurite city in tile A, a Amurite castle in tile B, a Infernal castle in tile C and one of my cities in tile D and all the Amurites do is attack my castle but never in force so I easily wipe out the unit(s) he uses. Often these are those heave duty sparticoli (sp) units.
I mean it doesn't make sense! The Calibim also sent one army against me, but instead of going after a city I had since about turn 100 that was relatively weak, he marched overland toward a much newer city that was farther away and thus allowed me to wipe them out as he inched toward me. The older city of mine was only 3 tiles away from the border as opposed to the 8 tiles of the city the AI felt was more important.
Any ideas why the AI is acting so timid and blatantly stupid?
Seon May 02, 2009, 01:43 PM Perhaps it's because Emperor's daggers are replacement of Shadows, and they can't get shadows because they can't research Deception?
If that is not the case, then it probably is that thing... but the thing is that even a level 6 (whatever replacement Scions have with hunter) can't get Emperor's dagger too!
KingArthur666 May 02, 2009, 02:27 PM Patch d is looking awfully good. Is it still going to make an appearance today?
Ahwaric May 02, 2009, 05:28 PM Finally did it.
Posted as a stand-alone install again. Sorry for that, but I hope the bigger size is not a big problem.
You can get it here (http://files.filefront.com/OrbisSetup022dexe/;13697592;/fileinfo.html) Changelog in the first post of this thread.
I hope I fixed most of the problems posted recently. Have fun :) !
arkham4269 May 02, 2009, 05:51 PM Finally did it.
I'm glad to see you changed the quinquereme speed since the info I used in my Civlopedia entry was mostly taken directly from the Wikipedia entry with the Greek historian Polybius becoming the Lanun admiral Polybian. :lol:
Now back to win my game as Infernals for the trophy so I can start a new game! Yay! with the graphics fixed I can play Mechanos and the Scions again! :goodjob:
Seon May 02, 2009, 05:58 PM Yay! Now I can finally dig out my daggers to kill that pesky sorcerer...
Opera May 02, 2009, 06:19 PM AAAAH!
Update time! :crazyeye:
civ_king May 02, 2009, 07:00 PM :worship::yumyum::yumyum: must play...
Dzhel May 02, 2009, 08:23 PM Thank you so much Ahwaric. I've really been looking forward to this :)
KingArthur666 May 02, 2009, 09:22 PM Downloaded, gonna install and give it a whirl.
KingArthur666 May 03, 2009, 12:57 AM Found a bug. My scout was locked in a cage and was able to free himself.
Elm May 03, 2009, 06:35 AM Not sure if its my computer, but when I move my scout onto the Tower of Eyes, Civ crashes.
212856
Ahwaric May 03, 2009, 08:47 AM There is a problem with luchuirup palace, the attached file should help.
Just unpack it to Orbis folder, replacing CIV4ArtDefines_Building.xml
Update: added fix for pastoral improvements (yurt, aul, aduar) upgrade.
Update 2: fixed minor to aggressive trait gain.
kmdavis May 03, 2009, 11:17 AM Playing as Scions, if I try to enter world builder after turn 1, the game CTDs
EDIT:
Was able to reproduce it w/ other civs. Steps to reproduce:
Start a game as any civ on a huge map. Other options don't seem to make a difference. large map might also work.
On turn 1, open world builder, change add or remove a forest-type tile (including haunted lands)
Goto next turn
Open world builder -- CTD
System info:
6gb ram, quad core intel, vista x64, gtx 295
EDIT:
Ok, might not be that simple. Started a new game, opened WB, took a look around, changing Nothing, left WB, moved my settler 2 tiles, and founded a city. next turn, opened WB so I could tweak a few things, and it CTDd
jcjcjc May 03, 2009, 11:52 AM My Velites are still getting 2XP per ranged attack on a wounded target, I haven't had time to check with anything else.
Playing as Scions, if I try to enter world builder after turn 1, the game CTDs
Ranged attack above was set up using Scions & WB; no CTD.
One oddity; Time between Turns was about 10 seconds right from the start, with game settings that in 0.22c I would expect to be about 3 secs ?
EDIT - my post at the same time as kmdavis edit
kmdavis May 03, 2009, 12:04 PM Did some more work reproducing this bug
I can reproduce it on large and huge maps only, standard = no problem.
If I wait a turn before doing anything, again, no problem
THEORY:
Might be related to changing the los (or maybe movement costs) within the initial city radius.
Going to try to verify that by moving my settler on turn 1, but duplicating the initial terrain at it's new location.
EDIT:
Verified. Move my settler 2 tiles, and duplicated the terrain initially around the settler at it's new location.
KingArthur666 May 03, 2009, 01:36 PM Yurts no longer seem to "grow" into Goum's or Aul's (with the new name) when worked.
Ahwaric May 03, 2009, 02:41 PM My Velites are still getting 2XP per ranged attack on a wounded target, I haven't had time to check with anything else.
Ok, I will try to fix it harder this time.
One oddity; Time between Turns was about 10 seconds right from the start, with game settings that in 0.22c I would expect to be about 3 secs ?
This is probably caused by the new Illian mechanics introduced by the new version of flavour mod. It should not influence turn timer that hard, but no other idea ATM.
I need more info:
Are Illians in your game?
Anyone else experiencing it?
Yurts no longer seem to "grow" into Goum's or Aul's (with the new name) when worked.
I forgot to update upgrade/pillage path with the new name.
A side effect of an unnecessary change, but I felt the name fits better both the description and what it actually is...
Anyway, fixed it. For now, use the quickfix (updated with improvement info). The link is in the first post of this thread or download one. It does not break saves (should not)
@kmdavis
So far no idea. Will try to experiment a little.
I will probably post a new patch soon. More time on my side :). Just need to resolve the dwarven art problem. I will make sure the patch is save-friendly.
arstal May 03, 2009, 02:47 PM Noticed a pretty nasty bug.
With the Amurites, when they lose their minor status, a series of events popped up where I didn't lose the minor trait, but gained a new golden age every turn. I got 5 straight golden ages that way.
This save should have it.
Ahwaric May 03, 2009, 03:42 PM I thought it was fixed in d...
Anyway, now fixed for good. Added to quickfix - get it again and use.
jcjcjc May 04, 2009, 05:59 AM This is probably caused by the new Illian mechanics introduced by the new version of flavour mod. It should not influence turn timer that hard, but no other idea ATM.
I need more info:
Are Illians in your game?
Anyone else experiencing it?
Time between Turns
For Play Now; Turn 4-5, is a normal ~ 3 secs
Custom Game; Turn 4-5 is 8 - 16 secs (same Custom Options - multiple restarts from Main Menu)
Reinstalling 0.22c; Custom Game with same Custom Options as above is ~ 3 secs
Reinstalling 0.22d - same effect as first reported.
With my main game as Scions at some time between Turns 65 & Turns 81 the time between Turns dropped from 15 secs to 5 secs & has stayed there (Turn 229 at present). Since my main worry was that if started of at 10 secs per Turn, what was it going to be like at Turn 300? Im not so worried now.
Custom Options; Flavour Start, Raging Barbarians, Barbarian World, Blessings of Amatheon, Living World.
No Illians present but Mazatl are.
As the time hasn't increased & in fact decreased, I wont test further; unless you would like me to with some suggested changes, as Im not sure what to look for now.
Regards
jcjcjc
arkham4269 May 04, 2009, 10:18 AM Not sure if this is a bug or a feature but had some odd things show up in regard to Hell terrain. Hyborem spawned in the ice south of my Mechanos kingdom and before the Infernals got to strong, I attacked. Now at this point in the game the only Hell terrain was very few non-ice/tundra squares around the Infernals area. Some of it might have spread to the evil Illians bordering them but since they had done their winter rituals (and were in a icy area themselves) it was hard to tell.
So I wipe them out and then start changing the lands over to more suitable terrain. When I'd change tundra to plains, they would change to Fields of Perdition even though the Infernals were gone. Yet they most tiles would then change to plains on their own on a later time. However I have one or two tiles that just don't want to change, even after I built Genesis.
Anyway, while annoying, that wasn't the odd 'bug' - I noticed my dragoons all started having the nightmare promotion! Now without looking at the game, I don't recall any horse resources in the area that came under Hell terrain and certainly none of it creeped into my area. Plus my game is running rather slow in a way I've noticed when it looks like there are 'competing' things the program seems to be trying to fiddle with.
Plus, for some reasons I can't build galleons in my captured Matazl cities but I can in my city I captured from Archeron. (I need to double check if I can build them in the captured Illian cities)
Elm May 04, 2009, 01:02 PM I was looking around in CvEventManager.py, to gather info on the percents for traits for minor civs, and saw that in onTechAcquired, the TECH_KNOWLEDGE_OF_THE_ETHER tech has two identical entries. This should not cause any issues, since the tech will be acquired in the first one, so will be ignored in the second, but I was recalling that in earlier versions there were two options (with different iTrait values) for gaining either SUMMONER or ARCANE. Right now, you only gain summoner with a 20% chance of also gaining ARCANE, if I read it correctly. Maybe it should be more like TECH_WRITING, which has more than one trait associated.
jcjcjc May 04, 2009, 04:54 PM 2 Basium Triremes vs. 1 Alexis Trireme; the Basium Triremes have spent 5 turns just ranged attacking @ odds of 6.9 / 1.3 instead of killing.
O.K. this is actually sensible behaviour (power-gaming wise), but I doubt if its what you intended! :)
Edit
Basium ended up with 6 Triremes in his stack (over about 20 turns) before a Cog arrived for the kill.
Linked to this; I vaguely remember a post from some time ago when you said that Mechanos definitely couldn't Summon Basium & that Risen Emperor shouldn't be able to, however playing as Risen Emperor I just have & I've seen an AI Risen Emperor summon him as well. I just wonder whether you changed your mind or if its an oversight?
civ_king May 04, 2009, 07:15 PM hey, the IA has to Metagame too
jcjcjc May 05, 2009, 12:55 PM The Guilds Tech requirement for Daggers seems to have disappeared. I can now promote Martyrs as soon as they reach Level 6. Is this intentional?
PapaMonkey May 07, 2009, 11:33 AM Is there any replacement for spawning Chaos Mauraders without the Carnival using the Planar Gate?
arkham4269 May 07, 2009, 11:42 AM Not sure if this is a bug or not, but playing the Illians, their city artwork will not show palisades or walls.
arkham4269 May 09, 2009, 09:54 AM Okay, I've noticed this off and on but in my current game it has gotten absurd. I'm playing as the Illians and am at war with pretty much everyone. No problem. Luckily the AI seems distracted by other wars going on so except for Basium on my border, no other race is doing more than sending token forces into my area. So I decide to go pick on the 'cripple' the minor Khazad leader.
All through out this game (and previous games with the Khazad in them) that the AI tends to build three units almost to exclusion: slingers, horsemen and assassins. Sure if they have RoK the AI will also build Stonewardens.
So far, the reason the AI does this is because the horsemen and assassins are practically invincible! :mad: They seem to be able to wipe out units way stronger then they are and almost never die the first time; always retreating to safety. Often times they retreat to the tops of mountains. Now when I prepare to attack them, I see the AI has put in Combat I & II, but I'm trying (emphasis on trying) to defend with spearmen build in a city with a training yard, the Castra Legionis, and my civ has the Heroic Epic. Plus I think I have a command post in that city as well. So how in the hell can these spearmen who are defending in a city still getting whacked? I've seen these 'lowly' horsemen out in the open with atk/def factors of around 9!
Then there are 'super-ninja' assassins. First off, did I just get a case of the stupids and not notice a big change in the rules? Supposedly the marksmen promotion is supposed to allow units to protect other units from assassin attacks. I have weaker units in the stack, I keep (when I can) summoned units and I keep assassins around...and in comes the crack Khazad ninjas and kill my mages EVERYTIME! :mad:
I've seen these assassins (some only built a turn or two ago) almost kill heavy combat untis when caught out in the opne. One was in a forest and I attacked it with this experienced elven merc assassin so you'd expect that dwarf to be toast, right? Wrong! The elven assassin managed to win but was practically destroyed in the process and sure enough the Dwarf Ninja from Hell retreated!
Again the last straw came when I had a fresh, experienced spearman, with all the good benefits get killed by a horsemen when defending in a entrenched city. Plus, I know the game tends to pick units that have the best defense do the defending, well I had heros and some pretty nasty heavy infantry in the stack...all just blown by. Similarly in that stack, I had catapults, a ice elemental and 2 assassins. In comes the Khazad ninja and POW! I have a dead mage.
So right now, this is a game breaker for me. I'm going to have to make sure the Khazad never get picked as a Civ when I play because right now they are completely unbalanced! I mean I could understand if these where Shadows...I seem to recall the Dwarven Shadow has some pretty unique abilities, but I can't find anything in the Civlopedia about dwarven assassins or horsemen having any sort of super abilities. Besides, who ever heard of dwarven horsemen anyway? The idea is laughable!
And why isn't my marksmen abilities not working? Did that get changed? It's getting to the point where it's not worth having mages. The AI seems to be able attack them regardless of what else I have in the stack, even other adepts. I mean they can crank out assassins a lot faster than I can get mages trained up.
Needless to say I'm rather....let's be polite and say 'miffed' about this. I just had a two heavily armed, experienced column of troops get savaged by nothing more than a few horseman and assassins. Yet my horsemen die like the low power troops they are and my assassins never seem to be able to find that one unit I really want to kill (Like AV priests!) So something is really wrong with the Khazad. :mad:
Elm May 09, 2009, 07:48 PM Set up a test. Two identical units with no promotions, except that one has "dwarven" on flat plains tiles, and see if combat results in a 50/50 win (not predicted result, but actual). Maybe the dwarven promotion is doing something unexpected?
civ_king May 09, 2009, 11:24 PM uh... comment on Marksman, it allows you to attack weakest in stack... it doesn't guard...
KingArthur666 May 10, 2009, 11:00 AM I think he meant the guardsman promotion. Either that or he is very confused.
Opera May 10, 2009, 11:03 AM I modified two files of the Pedia, namely CvPediaCivilization.py and CvPediaPromotion.py. Why?
A) CvPediaCivilization.py
I always felt weird that some unique buildings aren't displayed although they should be. For those who don't know, there is three way of adding a unique building to a civilization. All are done by modifying the "building class". A building class specify how many of that class buildings you can build and a default building. The classes are accessible by everybody; but there default building may not. The three ways:
1, is to use an already existing building (like the Harbor) and to replace it with a new one (like the Sea Haven for the Lanun). This is done in the XML file of the civ and, bluntly, it replaces the "default" (the Harbor) by a new, the Sea Haven. That's why you see "replaces Harbor".
2, is to use one of the three premade building classes, CivBuilding1, CivBuilding2 and CivBuilding3. These three classes have no default building. So, if none is entered in the XML file of the civilization, said civilization cannot build any building pertaining to this class. Most of the time, none of those three are needed because unique buildings usually replace existing building. The Grigori, for example, have a CivBuilding1, the Adventurers' Tavern (iirc). However, it doesn't show up in the pedia. This I have fixed.
3, is to create a new class altogether. I can think of two reasons in order to do so: either there isn't enough CivBuilding classes (there is only 3), either the class has to be limited in number of buildings by game. This is the case for the Vacant Mausoleum of the Scions, since it is a National Wonder. This I haven't fixed. It could be by setting as default a placeholder building. It would automatically show up in the pedia, I think.
Anyway, to the point: CivBuildingX now show up in the pedia. All changes marked by CivBuilding Displayed, in the code. Just do a search to find my changes.
B) CvPediaPromotion.py
There was display bugs. A ")" after a "X or X" in prereqs that irked me. You may have also noticed that some prereqs begin with "and". I could have python-fixed it but I think it can be done in XML. For unknown reasons, instead of being assigned to the tag <PrereqPromotion>, many prereq are assigned to the tag <PrereqPromotionAnd> which is preceded by an "and" in the pedia. I think I will change this and post the file here, because I need to do it anyway for my gnolls.
If anyone wants to use it, it has to be unzipped in Orbis/Assets/python/Screens/.
It's really nothing but I hope it will help a bit and just please someone ;)
kmdavis May 10, 2009, 11:13 AM I'm not sure if this is a bug or not, but should xp gained by hidden nationality units NOT count towards great generals? My four nigh-invincible emperor's dagger units, while steadily reducing the defenses of all of my 'allies', have probably earned me a dozen great generals.
Speaking of which, emperor's daggers are probably OP.
marksman, invisibility, hidden nationality (and I can pop that if a unit gets hurt, so I can heal in the very towns I was attacking), combat 5, drill 4, march, commando, and cannibalism == a unit that can singlehandedly, without siege units, destroy half a dozen units per turn in a well defended city.
Also...it seems like marksman shouldn't target ships. If a ship is in port, it gets destroyed first -- at 100% odds. the ships don't even get a chance to defend. perhaps ships should be immune to marksman? or should have Some chance to defend themselves.
Opera May 10, 2009, 11:44 AM Urgh. Did another modification to CvPediaPromotion.py in order to correctly display all the "Leads to" promotions. The PromotionPrereqOr3 & PromotionPrereqOr4 were ignored, which led, for example, the Pedia to display that Druidic only led to Earth II and Nature II or similar, omitting Life III, Nature III and Earth III. I'll attach the file later...
Edit: kmdavis, how can you destroy half a dozen units per turn without blitz?
arkham4269 May 10, 2009, 12:07 PM I think he meant the guardsman promotion. Either that or he is very confused.
Probably.
I guess I'm thinking of the Marksman unit that has the gaurdsman promotion.
However, you'd think one assassin would be a good defense against another assassin
kmdavis May 10, 2009, 01:49 PM kmdavis, how can you destroy half a dozen units per turn without blitz?
Good catch. +blitz
kmdavis May 10, 2009, 01:52 PM you'd think one assassin would be a good defense against another assassin
Yeah, you'd think so...unfortunately, the civ4 combat engine assumes 1 unit is attacking, and 1 unit is defending. When assassins fight, no one is defending, it's all offense on both sides, who can kill who first. A defensive assassin == a dead assassin.
mortcalavin May 10, 2009, 02:23 PM Question: Has anybody else been having problems with some units? I've played as the Bannor and the Elohim, and both times certain units (fort commanders, hunters, etc.) I could only control through hotkeys because there were no command buttons. I couldn't promote them either. It looks like an awesome mod, but this is kind of ruining the experience for me, only being able to promote warriors and scouts...
Wauthan May 10, 2009, 03:00 PM Question: Has anybody else been having problems with some units? I've played as the Bannor and the Elohim, and both times certain units (fort commanders, hunters, etc.) I could only control through hotkeys because there were no command buttons. I couldn't promote them either. It looks like an awesome mod, but this is kind of ruining the experience for me, only being able to promote warriors and scouts...
Hmmm... Never heard of that particular bug before. Sounds like you might have run into problems during installation. Try deleting the mod, then make sure you installed the latest version of FFH (0.40z). Then install the main Orbis files again (version 0.22c) and then apply the latest patch (0.22d).
arcticnightwolf May 11, 2009, 09:07 AM I don't know if is thet intended, but having worker with xp's would me drive mad ...
edit: (that on picture are AI's workers ... I tried to, but he didn't want our to tell me how he managed to get them xp - well ... I understand him, if I were him, I'd do the same - telling enemy your strategy isn't good idea) sarcasm alert
(look at worker my mouse is pointing at and his tooltip, not the hunter)http://forums.civfanatics.com/attachment.php?attachmentid=213965&stc=1&d=1242050738
Wauthan May 11, 2009, 09:53 AM I don't know if is thet intended, but having worker with xp's would me drive mad ...
How on earth did you get workers with promotions? That feature is not a part of the Orbis I know of. :confused:
Seon May 11, 2009, 04:36 PM (I think that's his point...)
arcticnightwolf May 12, 2009, 09:48 AM Shipyard seems to have bugged graphic
http://forums.civfanatics.com/attachment.php?attachmentid=214069&stc=1&d=1242139717
jcjcjc May 12, 2009, 10:24 AM How on earth did you get workers with promotions? That feature is not a part of the Orbis I know of. :confused:
As far as I can recall Workers built in a Civ with CoE / Nox Noctis ? always start with unusable XP.
Regards
arstal May 12, 2009, 03:04 PM Got this repeatable CTD. Also getting CTD's with Luchiurp's on Turn 1.
arcticnightwolf May 13, 2009, 10:00 AM I'm unable to conquer Mercurian capital ... after I kill last unit within, another Angel spawns inthere ... (looks like Angels are considered as living units and they are re-given to Basium)
kmdavis May 13, 2009, 07:50 PM Try using a high priest with command 3
Seon May 13, 2009, 07:53 PM I was about to say that High-Priest couldn't capture Non-Living units, but than I saw the oxymoron side of my point...
sputnik323 May 14, 2009, 07:31 PM Hey Ahwaric,
Been playing multi for 22d, and have some major OOS issues that haven't worked themselves out. I don't know if you still look at OOS but here are the 2 saves.
22d is way fun! ;)
metfansc May 16, 2009, 09:48 AM It seems I am getting these large red blooms all over the map while trying to play this mod. It looks like I always get one wherever the Broken Sepulcher is (it goes away if I delete it in the worldbuilder), but random ones seem to appear on the map throughout the game. I have a few chars that are stuck under one now.
Are these intentional parts of the mod or some sort of bug I am running into?
arstal May 16, 2009, 02:10 PM Almost certainly it's an art issue, or you installed the game improperly, and things didn't get where they should.
Best solution: try a re-install, in this order
FFHII
FFHII patch
Orbis
Orbis palace fix
kmdavis May 17, 2009, 11:55 AM Found a bug with ratcatchers
One of my ratcatchers entered a city that I was at war with, and there were a couple workers and a supply cart in the city. the ratcatcher was able to capture them.
bread smith May 18, 2009, 07:58 AM I'm allways getting CTDs when trading the worldmap. Could someone please check the attached savegame? Try to get the worldmap from Decius (or whoever wants to give it).
It feels like my computer hasn't got enough power, because it's crashing when entering the worldbuilder, either. But its a 2.4 Dual core with 2GB Ram. Isn't that enough?
Without trading the map the game goes on without problems (I'm in round 500 so far). No crashes at all! Its sad when it comes to alliances, though.
For my next game, I will simply deactivate maptrading and alliances, but it would be nice, if it could be fixed somehow.
Wauthan May 18, 2009, 08:44 AM I'm allways getting CTDs when trading the worldmap. Could someone please check the attached savegame? Try to get the worldmap from Decius (or whoever wants to give it).
Hi Bread smith. I just tried your scenario three times and never get a CTD. For some reason there's a longer then usual loading time though. Your machine is beefier then mine so I doubt sheer power is the problem. If you start a new game can you go into the Worldbuilder? If not then perhaps it's an issue with your graphics card. I remember my old card easily overheating when playing playing Civ 4. I still run into problems if I play on a map larger then standard size.
bread smith May 18, 2009, 10:19 AM If you start a new game can you go into the Worldbuilder? If not then perhaps it's an issue with your graphics card.
Well, I started some new cutom games and worldbuilder worked as normal during the first few turns. I don't know where the crash-point comes...
But as i said, everything besides that is working fine. No crashes at all until turn 500 (where i am now).
Albatros84 May 18, 2009, 01:12 PM Hi Ahwaric!
At first thank you for great modmod:)
But there is one thing that I don't like: the appearance of svart archmage - it looks like great prophet, and prevoiusly (I mean in FFH2) it was a women with white hair.
I would like to change svart archmage-prophet back to women-archmage- but I dont know how. Or maybe you could do that change in next Orbis-patch???
And there is another bug i've found...
when troll-cave is on the same tile with bonus resource there isn't any possibility to remove it with workers - even when you have developed construction.
workers are working over it - but after few turns when they are done -nothing happens and swam with troll-cave and bonus resource ramains unchanged.
Breez May 22, 2009, 10:29 AM BAH replied to an old post ignore this
arkham4269 May 22, 2009, 10:41 AM BAH replied to an old post ignore this
But it brings up the question, how DO you protect against assassins? I mean every attack needs a defense. It use to be that you could keep certain types of units (like skeletons) that would force the attacker to use multiple assassins. Now, it seems the only thing you can do (that I've found) is to keep your mages in a separate stack with a adept/mage with Body mana so they can use their spell to have additional movement to move in, fire off their spells and then move away and hope they'll be out of range. This, obviously, only works in your own territory where it slows the enemy; attacking into his own territory means you just end up losing mages.
I mean what is the point of building adepts and then paying to upgrade them if the first assassin that takes about 3 turns to build takes them out? I mean between this odd problem of certain units being tougher than they should be is turning the game into a real turn-off. As posted on another thread, I'm playing the new version of FfH and have found the wolf riders seem to have gone to the same Secret Hippus Schoold For Gifted Horseman where they can attack at poor odds (like 6.0 vs. 8.0) and yet consistently win and not even take the damage one would expect if a weaker unit did indeed defeat a stronger one.
bread smith May 22, 2009, 10:53 AM It's not the marksman prome that protects from assassination.
There is another one for that - unfortunately I forgot the name...
Breez May 22, 2009, 12:13 PM Gaurdsman promotion is the defense.
It required Combat 4 to get it but once you have that assassins are not longer a huge threat. (unless they bring 20 of em)
FF handles how the promotion works different than FfH. Not sure how Orbis handles it.
Other options are get your mages combat promos and/or the Stone skin spell on the mage to make them tougher or Skeletons. Assassins attack the "weakest" unit in the stack, sometimes Skeletons can absorb that spot.
I say "weakest" because, as I understand it, it is actually the least likely unit to defend. Mages have the channeling promo which includes a line to make them less likely to defend (making them more likely assassin targets) I believe the hero promotion also has this in it, makeing heros less likely to defend a stack. Skirmishing is a promo with the opposite effect, it makes the unit MORE likely to defend.
kmdavis May 23, 2009, 05:58 AM If you're in a coastal city, any ships in port are guaranteed to be the least likely to defend.
Also, maybe body mages should have a spell to create a mannequin: 0 defense/offense, can defend (how?), but is extremely unlikely to do so
On a related note, idea for a new promotion:
Marksman II
requires Marskman I & combat 5
has a chance (50%) on attack to give you the option to pick who to try to attack, instead of going straight for the least likely to defend. guardsman can still defend against it.
Marksman III (requires Marksman II & Keen Sight) might have a 100% chance
Opera May 23, 2009, 08:27 AM I found a bug in the implementation of FlavourMod. (http://forums.civfanatics.com/showthread.php?p=8106690#post8106690)
I corrected it. I guess you could copypaste it yourself Ahwaric, so I won't add the file here. In fact, you may have corrected it already for the next patch :p
Seon May 23, 2009, 09:17 AM Hurrah for Opera!
Hip hip! Hooray!
I was sick and tired of watching Mazarl start out in frosty tundras -_-
Opera May 23, 2009, 11:01 AM Hurrah for Opera!
Hip hip! Hooray!If you want it, I've linked it into this thread (http://forums.civfanatics.com/showthread.php?t=321920) ;)
I was sick and tired of watching Mazarl start out in frosty tundras -_-That's annoying. I started in grasslands with Illians (even though they spread snow) and I saw Malakim start in grasslands just two tiles south of a big island of desert only :crazyeye:
Seon May 23, 2009, 11:15 AM Yeah, then I just gave up and started out in all land "Rainforest" map. :crazyeye:
Opera May 23, 2009, 04:56 PM If you're in a coastal city, any ships in port are guaranteed to be the least likely to defend.
Also, maybe body mages should have a spell to create a mannequin: 0 defense/offense, can defend (how?), but is extremely unlikely to do so
On a related note, idea for a new promotion:
Marksman II
requires Marskman I & combat 5
has a chance (50%) on attack to give you the option to pick who to try to attack, instead of going straight for the least likely to defend. guardsman can still defend against it.
Marksman III (requires Marksman II & Keen Sight) might have a 100% chanceHmm... Your promotion isn't doable as far as I know. Choosing which unit to attack isn't possible...
The mannequin idea is interesting. I think you're saying to use it to protect oneself against assassins?
Opera May 23, 2009, 05:00 PM Double post ftw!
I had a bug... Apparently, the Letum Frigus spawned on top of the Ring of Carcer and overwrited it... But didn't overwrite Brigit. So, I could free Brigit without a Level 15... Sadly, I can't provide the save since it was used with my own files :mischief:
sputnik323 May 24, 2009, 01:01 AM Hmm... Your promotion isn't doable as far as I know. Choosing which unit to attack isn't possible...
The mannequin idea is interesting. I think you're saying to use it to protect oneself against assassins?
However... wouldn't ignoring guardsman work? its not picking your target - but seems close enough. That would have to be a very difficult promotion to receive. Maybe even restricted to hero assassins?
Seon May 24, 2009, 10:11 AM And I believe it is neigh impossible to code... unless MC or Kael did something like this...
Ahwaric May 24, 2009, 04:15 PM Sorry for the lack on answers to your problems on my side.
Lot of work first, then I have started preparing 0.23.
Anyway, please rest assured that I am aware of the problems you have posted and will try to fix what I can.
Regarding defense from assassins, you indeed need guardsman. The promotion is avaliable for melee units that have combat 3 (reduced from combat 4 in FfH). I think I will further lower the requirement to combat 2.
The marksman - guardsman mechanics works as in FF. In FfH I think it does not work as intended.
The promotion proposed is impossible with current code, not sure if I would like it in anyway.
Units problems, including missing cotrol buttons, are probably caused by missing animations - reinstalling as posted by Arstal should have fixed the problems. It should also fix CtD related to Luirchuip palace.
The promotions on workers are needed by invisibility from Nox Noctis (again, FF mechanics). But xp is a bug I am trying to track down now.
@PapaMonkey
Colloseum is the carnival (with changed name and graphics, but name for the game it is the same, just as forester's lodge is forest preserve). Chaos marauders should spawn. I need to update the description.
Opera May 25, 2009, 05:22 AM Ahwaric, have you seen this post (http://forums.civfanatics.com/showpost.php?p=8068713&postcount=178) and this other post (http://forums.civfanatics.com/showpost.php?p=8068795&postcount=180)?
AgentTBC May 25, 2009, 02:29 PM I'm not sure this is a bug so much as a probable oversight: Wolf Totem doesn't exclude Griffon Totem. The other non-Griffon totems might not exclude it as well, but I don't have units with the other totems to check. My uber recon guy is currently running around with Wolf Totem and Griffon Totem, though.
Wauthan May 26, 2009, 09:33 AM I'm not sure this is a bug so much as a probable oversight: Wolf Totem doesn't exclude Griffon Totem. The other non-Griffon totems might not exclude it as well, but I don't have units with the other totems to check. My uber recon guy is currently running around with Wolf Totem and Griffon Totem, though.
I recall Ahwaric mentioning that this was a feature. My best cavalry unit ever had Wolf, Polar Bear, Griffon and Tiger totem all at once. Then he died attacking a scout. :(
Ahwaric May 26, 2009, 09:52 AM Animal totems (wolf, lion, bear etc) do not exclude beast totems (beasts + elephants). Beast totems exculde beast & animal totems.
It was meant as a way of allowing units that got weak totem at start a better one later. But it probably should remove the animal totem.
Wolf, Polar Bear, Griffon and Tiger totem all at once are bit much and I thought I have fixed it a few patches ago.
Wauthan May 26, 2009, 04:15 PM Animal totems (wolf, lion, bear etc) do not exclude beast totems (beasts + elephants). Beast totems exculde beast & animal totems.
It was meant as a way of allowing units that got weak totem at start a better one later. But it probably should remove the animal totem.
Wolf, Polar Bear, Griffon and Tiger totem all at once are bit much and I thought I have fixed it a few patches ago.
Not to worry Ahwaric. It was stupid of me to mention it in the bug thread, since my example was from several patches ago. :blush:
PapaMonkey May 26, 2009, 08:43 PM Does anyone know how to spawn Chaos Mauraders without the carnival building (and a planar gate)?
Ahwaric May 27, 2009, 01:04 AM Self-quote, six posts back in this thread:
@PapaMonkey
Colloseum is the carnival (with changed name and graphics, but name for the game it is the same, just as forester's lodge is forest preserve). Chaos marauders should spawn. I need to update the description.
In short build colloseum, build planar gate. Will spawn.
PapaMonkey May 27, 2009, 11:13 AM Thanks!
I missed your first reply, thanks for repeating yourself.
Thanks!
NiknudStunod May 27, 2009, 03:35 PM Not sure if this has been posted but I am getting red blobs for some of the unique units in the game. The hero Orthus spawns as a red blob as well as Gargoyles. If I am play vanilla ffh2 these units are fine. I have tried reinstalling several times and still hasn't been fixed.
Valkrionn May 27, 2009, 03:52 PM If it's the same thing as FF, the reinstall is what's causing the problem. Orbis isn't updated to the new version yet, and lots of art was moved around.
DavidB1111 May 28, 2009, 11:42 AM Okay, I found a bug...if you don't change the directory to Orbis, and the default is Orbis 20, it gives the GFC can't do primary theme error.
I don't know why either.
Oh, great, now I don't have a display at all! AGGGH! you know, when there's no background, no popups, etc. No way to control your units? Help...I have no way of fixing this on my own.
Please help...I can't explain it better than no background, no background graphics at all, essenitally, I've never had this problem..
Either it refuses to work at Orbis 20, or it refuses to have any background...please help.
All other mods work perfectly. Even Fall From Heaven itself.
Ahwaric May 28, 2009, 11:58 AM That is why I stress that you need to change the directory name if the default one is different.
Solution is simple - rename the directory. If it does not help (but it should), reinstall, but this time change the name.
DavidB1111 May 28, 2009, 12:08 PM How does one take screenshots anyway?
Anyhow, no effect at all. Still no display. Just the screen/map itself, the settlers, but no ability, no HUD. Nothing at all. WHat the heck is going on here? I've never had this problem at all!
I've been playing mods since Vanilla Civ 4 and I've never seen this happen to me. Only other people.
sigh, something doesn't want me to play this mod.
Let's recap while I'm waiting, stupid lack of patience..., I reinstalled it to Orbis directory, and for some reason, it refuses to now display the HUD, the graphics at all, etc, except for the land, the very map itself, without any mini-map, or any part of the actually graphics themselves showing up...
Ugh, I really want to play this mod!
Hello? Anybody? Anybody at all. I'd really like to know how to play this now. :(
Anybody? Bueler, Bueler? :)
4.6 hours and no reply? Gah.
civ_king May 28, 2009, 10:48 PM How does one take screenshots anyway?
Anyhow, no effect at all. Still no display. Just the screen/map itself, the settlers, but no ability, no HUD. Nothing at all. WHat the heck is going on here? I've never had this problem at all!
I've been playing mods since Vanilla Civ 4 and I've never seen this happen to me. Only other people.
sigh, something doesn't want me to play this mod.
Let's recap while I'm waiting, stupid lack of patience..., I reinstalled it to Orbis directory, and for some reason, it refuses to now display the HUD, the graphics at all, etc, except for the land, the very map itself, without any mini-map, or any part of the actually graphics themselves showing up...
Ugh, I really want to play this mod!
Hello? Anybody? Anybody at all. I'd really like to know how to play this now. :(
Anybody? Bueler, Bueler? :)
4.6 hours and no reply? Gah.
the print screen button takes pictures...
Ahwaric May 29, 2009, 01:25 AM You need to follow the instalation order:
BtS at 3.17
FfH 0.40
Ffh 0.40 patch z
Orbis 0.22 d (into BtS/Mods/Orbis folder)
palace fix (manual unpack)
From the symptoms, you have did something wrong during installation. Wrong folder, lacking FfH directory, broken registry keys -this kind of stuff.
And before people start asking, version 0.23 compatibile with FfH 0.41a is scheduled for sunday. The changelog in the first post of this thread
As all deadlines of unfinished product (still fixing it) is a subject to change. I am at working till 8 p.m. this saturday, so I doubt it will be finished sooner - delay is always possible ;)
Valkrionn May 29, 2009, 01:40 AM Padia civ screen will now correctly list all unique buildings and units (including heroes, special buildings etc.)
Any chance you could post the code for that? :p Something that's bothered me for a while about the pedia.
Ahwaric May 29, 2009, 01:48 AM Sure, just change line 124 in CvPediaCivilization.py
if (iDefaultBuilding > -1 and iUniqueBuilding > -1 and iDefaultBuilding != iUniqueBuilding):
to:
# Orbis change Ahwaric 25.05.2009
if (iDefaultBuilding > -1 and iUniqueBuilding > -1 and iDefaultBuilding != iUniqueBuilding) or (iUniqueBuilding > -1 and gc.getBuildingClassInfo(iBuilding).isUnique()):
# Orbis end
and line 139
if (iDefaultUnit > -1 and iUniqueUnit > -1 and iDefaultUnit != iUniqueUnit):
to
# Orbis change Ahwaric 25.05.2009
if (iDefaultUnit > -1 and iUniqueUnit > -1 and iDefaultUnit != iUniqueUnit) or (iUniqueUnit > -1 and gc.getUnitClassInfo(iUnit).isUnique()):
# Orbis end
Edit: The # Orbis lines are not needed for it to work properly, of course ;)
bUnique tag is from FF so it should work for you as is (I think all that needs it is marked as unique already)
Valkrionn May 29, 2009, 01:50 AM Woo, thank you! :goodjob:
Edit: Works perfectly, thank you. ;)
DavidB1111 May 29, 2009, 09:09 AM I have done everything in the order you have told me, and I still don't have anything normal. :(
I'll have to wait until you release the new version then.
It's definitly not a missing registry key, because this is the only mod it does this with.
Even the Lurchip Palace fix did nothing...
Should I go and reinstall Fall From Heaven from scratch, and then redo the installation that way?
danielseses May 30, 2009, 08:07 AM Hey, sorry if this has been brought up before (I did a search in this thread but couldn't find anything but I didn't read the complete changelog thread in its entirety) but are catapults supposed to not cause collateral damage?
Because it says in the civilopedia that they do (although it says that for archers too which seemed a bit weird to me) and a replacement such as the trebuchet for Mechanos does cause it.
Nonobots May 30, 2009, 09:04 PM Hi
I'm playing Erebus maps and I get a python exception warning when I create a map, and crashes when using hawks. Those two might be related.
I'm pretty sure I installed everything right. FF2 0.40 then patch to z and install Orbis.
I attached a screenshot of the map creation warning. And a save file where a hawk will crash the game, just recon on the mountains to the left.
Sorry if there's already a report of this bug. I didn't find it in the changelog post.
I just started playing Orbis and it seems like a lot of fun. The sheer quantity of ressources and land improvements and the more detailed tech tree are a lot of fun.
Edit: I tried entering world builder to try and see what might be causing the bug... I get a crash to desktop too.
Ahwaric May 31, 2009, 01:47 AM Are catapults supposed to not cause collateral damage?
Because it says in the civilopedia that they do
They do. You may have reached damage limit for cats (20%). 40% damage is transfered to up to 5 units up to damage limit. Trebuchet and ballista have a higher limit
I'm pretty sure I installed everything right. FF2 0.40 then patch to z and install Orbis.
Then check again ;)
You have not applied luirchup palace fix - linked in the first post of the welcome and bug threads. And you are about to scout Luirchup territory...
Not sure about pythin error on map creation...
danielseses May 31, 2009, 06:15 AM They do. You may have reached damage limit for cats (20%). 40% damage is transfered to up to 5 units up to damage limit. Trebuchet and ballista have a higher limit...
That isn't the case. The catapults were promoted with barrage and precision but they didn't cause collateral.
This is my catapult:
http://i569.photobucket.com/albums/ss133/danielseses/catapult.jpg
And this is the result of ranged attacking the city:
http://i569.photobucket.com/albums/ss133/danielseses/result.jpg
So the longbowmen didn't have any high drill promotion to reduce collateral damage and the catapult inflicted 6% on only one of them. This is just an example, it happens every time.
Of course it does seem weird that nobody noticed this before, so tell me if I'm doing something wrong(and tell me why archers have "causes collateral damage" in their civilopedia entry).
EDIT: I did a test with the worldbuilder and it seems the ballista does not cause collateral damage either. Cannon, dwarven cannon and siege tank (or whatever it's called) are okay in this respect.
Ahwaric May 31, 2009, 01:09 PM I guess it might come from the low overall damage you are doing to the stack - not much to go collaterall. But I will test it some more.
Anyway, long awaited ;) version 0.23 (http://files.filefront.com/OrbisSetup023exe/;13833232;/fileinfo.html) is avaliable for download (here in bug thread or in the welcome thread).
Remember to install it while having FfH 0.41 patched to a. You need to reinstall - please remove old Orbis folder (uninstall and then manually delete the rst if anything remained).
Good luck and have fun finding bugs...
Dzhel May 31, 2009, 02:16 PM I can't wait to check this out. A big thanks once again to all the effort going into this. :D
Nonobots May 31, 2009, 06:02 PM You have not applied luirchup palace fix - linked in the first post of the welcome and bug threads. And you are about to scout Luirchup territory...
Not sure about pythin error on map creation...
Thanks! I'll make sure to install this.
Dzhel May 31, 2009, 08:12 PM Really like the new version.
Trying to adjust to the tougher animals as they're running wild on me. The barbarians seem tamer than the animals.
I am getting a repeatable ctd. Basically just end the turn and it crashes.
danielseses May 31, 2009, 08:31 PM I guess it might come from the low overall damage you are doing to the stack - not much to go collaterall. But I will test it some more.
This was just an example, for the test I did the ballista caused around 50% damage but no collateral. Although I did check CIV4UnitInfos.xml and everything seemed fine to me.
Anyway, long awaited ;) version 0.23 (http://files.filefront.com/OrbisSetup023exe/;13833232;/fileinfo.html) is avaliable for download (here in bug thread or in the welcome thread).
Remember to install it while having FfH 0.41 patched to a. You need to reinstall - please remove old Orbis folder (uninstall and then manually delete the rst if anything remained).
Good luck and have fun finding bugs...
Oh I will trust me. :) And let me take this opportunity to thank you for what you've done with this modmod, it really gave FfH a second life for me(I like it way more than FF, seems a lot more focused) and wish you luck in whatever you're doing next (hint: make the grigori cooler :p).
xalien May 31, 2009, 08:51 PM I am getting a repeatable ctd. Basically just end the turn and it crashes.
Same here. I hope it doesn't mean that Orbis is now the same crash-fest as FF.
I'm personally not a fan of the demon horde imported from FF, mainly because they tend to really screw up AI civs by pillaging everything and pretty much permanently forcing them to remain inside cities. Also, I've opened WB (on the attachd savegame) and it's swarming with wraiths. Such strong units so early in a game is a very bad thing IMHO.
NiknudStunod May 31, 2009, 09:31 PM I am having problems with barbarian Ira. I am only about 100 turns into the game and I am already facing 15/16 damage units. I have had to start that game over I lost 6 cities in the span of 15 minutes. I think a single Ira completely wiped out my neighbors.
3 games in a row have ended before 150 turns because the the barbarian unit Ira. The unit starts at 8 damage 1 movement and its damage increases for each unit it kills. I had a city full of archers and with each kill he got stronger to the point where he wasn't even taking damage anymore. Needless to say the game is pretty unplayable atm. Hopefully there is a patch soon. The strongest I have seen so far is 21 damage I am not sure if that is the cap.
AgentTBC Jun 01, 2009, 01:14 AM Heh, I'm 75 turns into my first game with 0.23 and there's a stack of five 11-strength barbarian earth elementals coming for me. I think I'm in trouble!
Ahwaric Jun 01, 2009, 01:25 AM I knew it was risky, it is quite a big change with barbarian factions. But I really like the options to customize and wanted to add it...
Anyway, I think I know why there are wraiths (and possibly ira). These are upgrading from skeletons. I need to check how to slow it down/disable and it will be fine.
In general, I need to work on demons. And work a lot it seems. No idea where earth elementals are coming from.
No idea on the crashes though, and I get them too. But working on it.
Please post problematic saves people - the more I get, the more twaking I can do.
AgentTBC Jun 01, 2009, 03:12 AM A lot of the changes are awesome but it does seem a little crashy for now! I'm sure it'll get ironed out. It's definitely cool to see the stuff we were just talking about included so quickly in a mod.
The super strength barbs do seem to be pummeling the AI in my games.
Valkrionn Jun 01, 2009, 03:34 AM Doviello units will steal metal weapons (if valid for a unit) from enemies
Hadn't noticed this one... Did you adapt my code for it, or make your own? :p
|
|