View Full Version : Welcome to Orbis
Ahwaric Mar 28, 2009, 07:42 PM http://forums.civfanatics.com/downloads/orbis_Dp3.jpg
Installation:
Base mod: Orbis 1.0 (http://www.filefront.com/15821791/OrbisSetup1.0.exe/) (249 MB)
Patch: 1.0b (http://forums.civfanatics.com/downloads.php?do=file&id=14493)
Quickfix: ElementalUnity (http://forums.civfanatics.com/showpost.php?p=9055215&postcount=133)
The soundtrack (http://www.filefront.com/15821231/OrbisSoundtrack.exe/) (467 MB) is optional, and simply adds background music (will be silent otherwise). Some people reported crashes without soundtrack though (not confirmed).
It can be installed at any time (installing does not affect saves or other game files in any way).
If you want better movie quality, please use FfH media pack (http://forums.civfanatics.com/downloads.php?do=file&id=11511) (will have to manually copy the files)
Orbis is a mod based on FfH , but much different in almost every aspect. You have been warned! :p
Main features:
Changed economy (i.e. 3 :food: per population requirement)
10 guilds with big impact on gameplay
2 additional religions: Cult of the Dragon (unadoptable), White Hand
New civilizations
Dao - agnostic eastern civilization, attuned to elements
Mechanos - anti-theist, anti-magical steampunk faction
Palatinate - high middle ages civ, with guild synergies and a bit darker side
Scions - undead romans, originally created by Tarqueline
Tlacatl - lizards that play differently depending on alignment (merge of Mazatl and Cualli from Fall Further)
Changed civilizations
Doviello - werewolves and masters of tundra survival
Sidar - immortality on most units, no more waning
expanded Amurites, Elohim, additions & changes to every civilization
new units, buildings, game mechanics, art and a lot more...
Ahwaric Mar 28, 2009, 07:42 PM People Involved in Orbis creation:
Ahwaric
Plenty of other people that gave their advice or written pedia (Opera, Arkhamarkham4269, Imuratep, Kalina...)
Credits
Fall from Heaven Team - the greatest of all mods
Fall Further Team - I am stealing a lot ;)
Main Menu theme: image Dana Daukshta, music Barbarian Campaign Opening from Rome: Total War
Mechanos theme - Ben Houge (the wheel clan theme from Arcanum), leader art by Justin Sweet
Ideas stolen:
Fall Further (http://forums.civfanatics.com/showthread.php?t=292120), Apepis (http://forums.civfanatics.com/showthread.php?t=261997), , sputnik 323 (http://forums.civfanatics.com/showthread.php?t=295902), Marnok, Tarqueline (http://forums.civfanatics.com/showthread.php?t=270138), MagisterCultuum, Jabie, MaxAstro (http://forums.civfanatics.com/showthread.php?p=7409557#post7409557)
Graphics:seZereth, Woodelf, Danrell, Hrochland, C.Roland, Master Lexx (GreenMod), Psychic_Llamas and whole Warhammer Mod, Vehem and Fall Further modmod, Refar, Chamaedrys, Chuggi, GarretSidzaka, Rishardas
Code help: Xienwolf, Sto!
Also: my girlfriend for suggesting troll lairs. If you do not like trolls and swamp ruins, I will let her know ;)
Included mods:
FlavourMod 2 (http://forums.civfanatics.com/showthread.php?t=282901) by Jean Elcard
SuperSpies by
Ahwaric Mar 28, 2009, 07:43 PM I might need this one...
Ahwaric Mar 28, 2009, 07:43 PM Reserved - just in case...
Seon Mar 28, 2009, 08:54 PM Yay! Go orbis
Thunder_Gr Mar 29, 2009, 12:26 AM Congratulations on the new Forum! :goodjob:
A Golden Dragon Mar 29, 2009, 12:58 AM HURRAY a forum for orbis :)
Tayschrenn Mar 29, 2009, 05:10 AM Congratz Ahwaric
Tayschrenn
(the man who stopped playing FFHII to go on to just playing ORBIS, yes just the modmod of a mod on the Expansion of Civ IV)
Taalen Mar 29, 2009, 07:04 AM Yay :)
Congrats on the forum
Valkrionn Mar 29, 2009, 02:11 PM Congratulations on your own forum! :goodjob:
civ_king Mar 29, 2009, 10:13 PM we are moving up in the world :)
Iceciro Mar 30, 2009, 03:53 AM Congratulations Ahwaric!
Good luck and good health to you and Orbis.
Ahwaric Mar 30, 2009, 02:16 PM Thanks a lot guys, the forum was really needed. I feel I can breath again :)
Good luck and good health to you and Orbis.
That will be helpfull, looks like I will have more work with Orbis now...
Sick leave, on the other hand, would mean that I have more time... ;)
civ_king Mar 31, 2009, 01:02 PM I hope you come down with an illness that allows you time off from work however doesn't affect you much
Willgar Apr 03, 2009, 03:26 AM Congratulations Ahwaric! :goodjob:
Tasunke Apr 03, 2009, 04:14 PM Does it work with patch z? I would think so but ... and does this one have an enhanced fort schematic?
Ah, and congratulations ... yes. I have only heard of mod today, as a matter of fact, must be a sign of your increased sucess :)
Ahwaric Apr 03, 2009, 06:13 PM Now it does...
I have just uploaded version 0.22 c.
It requires reinstall. Make sure to delete Orbis folder after uninstall, then install again with 0.40z as base.
I have merged all new stuff in it, so no patch, just a base mod. Everyone should download it again.
Maglor Apr 08, 2009, 02:18 PM Just wanted to thank Ahwaric for a truly exceptional modmod. Been puttering around with this for some months now and it has been great. Also, a very special thanks for introducing me to Dead can Dance.
(Apologies if this is the wrong place to post. Lurking remains 'fun' for only so long...)
James009 Apr 09, 2009, 10:13 PM Love the mod! Looks great! Seriously, this mod rocks.
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.
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?
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?
CladInShadows Apr 20, 2009, 08:13 AM thank you! congratulations guys on making the first modmod that i've actually felt is worth having over the original. you really have managed to improve the game without simply over saturating it with every feature possible like a certain other modmod has, and it's ended up making a great game even better. i'm really impressed by the work you've done :)
Ahwaric Apr 23, 2009, 05:54 AM Thanks a lot for the support. I try to be conservative - keep things simple and only change or add things I really think I should. Then think again if it is worth spending time on it. So part of it is that I am lazy... ;)
There is still a lot of work to do and some things I want to add. Hopefully it won't be too much for your taste.
In general, i.e. when guilds are considered, some people think these are too powerfull and have too many abilities, and other want to add more. So I think they are quite fine ;)
But I might add some, while on the other hand trying to balanace them.
Opera May 27, 2009, 05:39 AM In order to compile a new DLL with the source files of Orbis, I need to add them to the files of base FfH, right? Because there doesn't seem to have all the files required...
Ahwaric May 27, 2009, 07:39 AM Yes, I have included only the changed files.
So, you need to get the right dll version from this thread (http://forums.civfanatics.com/showthread.php?t=238077). It is always the same version that the patch required for the Orbis version the files came with. Kael links only the last dll in this thread (which is 0.41), but you can sometimes get older ones by maunually editing the link.
When you unpacki it, add orbis files (replacing the old ones) and then you can recompile orbis dll. No need to edit anything (but I disable debugging, as I had a problem with it a few patches ago - a file too big to debug). If you do the samewith FF, and edit is needed because of splitted files.
Caradoc May 31, 2009, 12:26 PM Hello! I've been away for a while (and took a little sidetrack to play a Wizardry mod), so I've got some catching up to do. I see a new version of Orbis, but it seems to be for .040z while the current FFH2 is .041a. Is that going to work, or do I need to dig up an old .040 and patch z? (And if so, where should I look?)
Opera May 31, 2009, 12:28 PM Welcome aboard Caradoc :)
The new 0.23 version will be compatible with 0.41a and should be available soon, like today or a bit later, according to Ahwaric ;)
Seon May 31, 2009, 12:32 PM yay! I wondered where you went Caradoc :p
Ahwaric May 31, 2009, 12:36 PM Long time no see. Welcome back :)
The new 0.23 version will be compatible with 0.41a and should be available soon, like today or a bit later, according to Ahwaric ;)
Well, that depends on filefront and my upload speed. I would say, 30 minutes at most :D
Then you will be able to enjoy all the bugs... ;)
Opera May 31, 2009, 12:46 PM Long time no see. Welcome back :)
Well, that depends on filefront and my upload speed. I would say, 30 minutes at most :D
Then you will be able to enjoy all the bugs... ;)Yay! Many DLL changes since the beta you gave me? Preparing the field in order to merge... Aaah, merging! :eek:
Ahwaric May 31, 2009, 12:55 PM No, just some fixes but no new tags. I think 3 or 4 files affected with total of around 20 changes
Python and XML on the other hand...
Opera May 31, 2009, 12:57 PM Ok, I will check anyway with WinMerge.
BTW, the editor is really useful to update painful files like the LH's one :D
My python changes are very local. Mostly at the end of functions or files. No tweaks, so that's ok.
For XML... There's the editor :D
Anyway, WinMerge is making my life very easier...
Ahwaric May 31, 2009, 01:11 PM I need to check it then.
Anyway, upload finished, linked it the first post.
Good luck and give me the feedback (and bugs info). Plenty of changes this time...
Opera May 31, 2009, 01:47 PM I don't have the sources when I install Orbis... intended?
Ahwaric May 31, 2009, 02:17 PM nope, forgotten :blush:
I have attached it to first post in the welcome thread
Opera May 31, 2009, 02:45 PM Great :goodjob:
I already merged my Ngomele... did everything I can do without source code for the Leaders Enhanced. Pretty quick in fact. One hour for 1 mod and a half :p
Caradoc May 31, 2009, 04:50 PM I'm up and running, but have hit a glitch regarding options. Even with the 'unrestricted leaders' option checked, I can't use another civilization's leader. And even with 'no tribal villages' unchecked, they are not being generated. I have only checked this with Sto's mapgen, so it may have to do with its handling of game options.
By the way, I was absent here due to a bad case of the flu followed by a vacation to West Texas. When I got back, I was pretty far behind in my work and what free time I had was spent trying to get Dodd's Mod for Wizardry 8 working. (It's an interesting mod, but makes the game very, very hard. Borderline unplayable. Makes you appreciate the time spent in balancing FFH2 and Orbis.)
Opera May 31, 2009, 05:14 PM Huh? Maybe it's the gameoptions bug mentioned in the FfH Bug Thread... Basically, there is a problem with the display: when you click one option, the game thinks you clicked another one. Duh.
cyther May 31, 2009, 06:48 PM Firaxis hardcoded the options to do their changes based on the number of the option not name but in .41 Kael changed the order of the options. So selecting "Final Five" might cause something else like "Unrestricted Leaders" while selecting "Unrestricted leaders might do nothing.
Ahwaric Jun 01, 2009, 01:18 AM I knew there is something stinky with the alphabetical order. But it is quite easy to fix and I thought he did that.
Seems that it is the time to make my own options order...
Honor Jun 03, 2009, 03:36 PM I am an FF junkie. Tried out your modmod, and... I love it! Great job overall, Ahwaric :)
Lord Alvon Jun 03, 2009, 05:55 PM This mod looks amazing!!!!
I really want to install it - hopefully later this week.
Ahwaric Jun 04, 2009, 04:04 AM I hope to fix some problems in 0.23 b so better wait till it is ready (today or tomorrow I think)
Caradoc Jun 06, 2009, 01:51 PM Huh? Maybe it's the gameoptions bug mentioned in the FfH Bug Thread... Basically, there is a problem with the display: when you click one option, the game thinks you clicked another one. Duh.
That's it. By trial and error I have discovered that checking "End of Winter" gives you Unrestricted Leaders. Still working on the Tribal Villages.
dan83m Jun 15, 2009, 12:30 AM hi guys some1 can tell me where i install this one ?
------------> Orbis dll 023.zip
can u tell me the path plz thz
Seon Jun 15, 2009, 12:36 AM At the mod folder located at the BtS folder located at Civ 4 Folder located at Firaxis games folder located at program files folder located at C
Ahwaric Jun 15, 2009, 02:08 AM Or wherever your civ installation is - it goes to the same folder Age of Ice and Final frontier is. Also, FfH 0.41a has to be there
If your Civ installation has all registry keys as it should, Orbis install will find its way to the right folder
dan83m Jun 18, 2009, 04:26 AM ho how i can resolve the problem of the slowing game in orbis? im playing n its begin to be really slow , well maybe because there are many units in the game =?? because when i captured a city its make like 5 minute before i can play again u.u
Willgar Jun 18, 2009, 05:16 AM ho how i can resolve the problem of the slowing game in orbis? im playing n its begin to be really slow , well maybe because there are many units in the game =?? because when i captured a city its make like 5 minute before i can play again u.u
How much RAM do you have? and how much free hard disk space ?
If you have only 1GB of RAM, large maps will slow down the system a lot. If you have under 2gb of free hard disk space, windows will have to reduce the size of your page file (using hard disk to suplement RAM) which causes even more slow down. I would suggest you set all options and low details / quality, update your graphic card and system drivers and not run any background application that consume RAM or processor cycles and see if the system improves.
There a great free utility call ProcessXP (i think) created by sysinternals (now part of Microsoft) that will help to get a idea of how your system resources are being consumed.
I am pretty sure that your slow down issues are not Orbis related but are down to your system specification.
dan83m Jun 18, 2009, 05:20 AM i have 6gb of ram windows vista 64x n like 600 gb of hard disk so what i must to do to speed up the game performance its really slow me down ç____ç
Willgar Jun 18, 2009, 05:47 AM i have 6gb of ram windows vista 64x n like 600 gb of hard disk so what i must to do to speed up the game performance its really slow me down ç____ç
There have been a number of people talking about issues with Vista. If you do a search on the forums, you may get some additonal advice. I have only a very basic XP based systems with between 1-2gb of ram and a somewhat ancient CPU's and experiance no problems.
If the majority of people with similar systems to me experiance no problems and you are, then it must be do do with your configuration. CIV 4 was never actually certifed for Vista altough many people claim it runs fine. If you search via google, a number have had problems, especially with updating to the right Direct X version.
Google is your friend - One question, does normal CIV 4 work fine?
Seon Jun 18, 2009, 03:32 PM Yes. There have been much problems of this...
http://images.icanhascheezburger.com/completestore/2009/3/2/128805047500792446.jpg
A Golden Dragon Jun 20, 2009, 12:55 AM it's al working just fine here :) even with vista :P
dan83m Jun 20, 2009, 01:52 AM it's al working just fine here :) even with vista :P
really what ur setting??? because i cant even play with other mod , only ffh n orbis n ffhp i can omg
dan83m Jun 20, 2009, 02:07 PM hi guys can u try to play this my save game from orbis , i want to know if u play this crahs ur games too or not , i cant go any further because after i end my turn its going to crush , i dunno why :U
Seon Jun 21, 2009, 03:17 AM Yeah, I am also fine with Vista... Mysterious crashes suddenly stopped happening
dan83m Jun 21, 2009, 03:28 AM Yeah, I am also fine with Vista... Mysterious crashes suddenly stopped happening
so u too?? u tryed my savegame??? :(
A Golden Dragon Jun 23, 2009, 03:44 AM going to try your game right now.
A Golden Dragon Jun 23, 2009, 03:49 AM i won't even load .... :( you have this issue with every save?
dan83m Jun 23, 2009, 04:07 AM i won't even load .... :( you have this issue with every save?
well i playing orbis with the mod of leader modmod maybe u need that one to work!
A Golden Dragon Jun 23, 2009, 04:15 AM yeah i'm sure i need that to make it work :p
Ahwaric Jun 23, 2009, 04:26 AM well i playing orbis with the mod of leader modmod maybe u need that one to work!
I am sure of it, there are a lot of changes Opera added in her mod.
Also, it would really help if you post your problems where you should - the bug thread. I just noticed your trouble now ;)
Or at leader enhanced as you are using this modmod. But from what you describe, it does seem your installation is broken.
So you can't play any other mod? Does it apply to mods that come with BtS, i.e. Age of Ice or Final Frontier? And what other mod did you try?
Also, You can play FfH, right? Does it work fine?
I am running Vista on 4GB ram and Orbis is fine.
dan83m Jun 23, 2009, 04:45 AM I am sure of it, there are a lot of changes Opera added in her mod.
Also, it would really help if you post your problems where you should - the bug thread. I just noticed your trouble now ;)
Or at leader enhanced as you are using this modmod. But from what you describe, it does seem your installation is broken.
So you can't play any other mod? Does it apply to mods that come with BtS, i.e. Age of Ice or Final Frontier? And what other mod did you try?
Also, You can play FfH, right? Does it work fine?
I am running Vista on 4GB ram and Orbis is fine.
hi sorry then for the wrong place of my post, well i have vista 64 the only mod that i can play on its the original mod from the civilization 4 , i mean the mod of bts included on cd , and ffh2 , ffh2p , and orbis but this one something i got trouble because its going to crash like my save game that i posted , and its going to be slow after the game reach a huge number of units i think , because everytime i try to conquest a city me or an enemy , its take like a 5 min before i can take control of the game!! i dunno why , i got 6gb of ram!!!
and the other mod like warhammer fantasy battle , legends of revolution i cant even play because i cant see the letter , i mean any phrase like , start game or advanced option n these things!!
Ahwaric Jun 23, 2009, 05:31 AM Well, ther is definetly something wrong with your settings. I have vista x64 myself and never experienced 5 minutes wait for the next turn with 4GB RAM. I decide it is WoC bug if it takes more than 2 minutes ;)
What launguage are is your Civ4? I am not sure if all mods have filled non-english text so it can cause no text in game (well, if I understud correctly what your problem is).
By the way FFH2p? What do you mean?
If BtS mods are working fine, you have probably did something wrong during installation.
To repeat, you need to install FfH 0.41, then patch it to a (not b, I am working on a version for it atm) and then install orbis 0.23 and then Orbis patch d. You should try if FfH works fine first, then install Orbis. Only it Orbis is fine too, try Leaders Enhanced. I doubt anything Opera added could cause the troubles, but it would help with isolating the problem.
Also, make sure you are running BtS 3.17. I am going to release version for 3.19 later this week.
dan83m Jun 23, 2009, 05:39 AM Well, ther is definetly something wrong with your settings. I have vista x64 myself and never experienced 5 minutes wait for the next turn with 4GB RAM. I decide it is WoC bug if it takes more than 2 minutes ;)
What launguage are is your Civ4? I am not sure if all mods have filled non-english text so it can cause no text in game (well, if I understud correctly what your problem is).
By the way FFH2p? What do you mean?
If BtS mods are working fine, you have probably did something wrong during installation.
To repeat, you need to install FfH 0.41, then patch it to a (not b, I am working on a version for it atm) and then install orbis 0.23 and then Orbis patch d. You should try if FfH works fine first, then install Orbis. Only it Orbis is fine too, try Leaders Enhanced. I doubt anything Opera added could cause the troubles, but it would help with isolating the problem.
Also, make sure you are running BtS 3.17. I am going to release version for 3.19 later this week.
ffh2p = fall from heaven 2 plus , btw the language im playing its in italian , well look i know that i already did like u said , ffh2 its working fine to me , well maybe i try to reinstall them again, but i have another question its normal that when im playing a scion race when i built my 1st city its came out a hero but i cannot move here from the city???? she cant move !
Ahwaric Jun 23, 2009, 06:30 AM ffh2p = fall from heaven 2 plus
There is no such thing as far I know ;). If you mean FF+ (Fall Further plus), it is for Fall Further, so you need to install it on Fall further. You can't install Orbis on it as it works with FfH 0.41a only. (but you can have them all installed at once in their appropiate folders). Also, only leaders enhanced and Enhance Coastall City work with Orbis (though not at once I think).
, btw the language im playing its in italian , well look i know that i already did like u said , ffh2 its working fine to me , well maybe i try to reinstall them again, but i have another question its normal that when im playing a scion race when i built my 1st city its came out a hero but i cannot move here from the city???? she cant move !
Italian can cause some troubles if the mod leaves italian text empty. Both FfH and Orbis have english text in there which works fine (but english is still english). You can change the language used to english (in options) and it should work.
The hero is Korrina and she is held untill you research Knowledge of the Ether. But she is a good defender and can learn death I spell (summon skeleton) which means she can send a skeleton to explore/fight
dan83m Jun 23, 2009, 06:52 AM There is no such thing as far I know ;). If you mean FF+ (Fall Further plus), it is for Fall Further, so you need to install it on Fall further. You can't install Orbis on it as it works with FfH 0.41a only. (but you can have them all installed at once in their appropiate folders). Also, only leaders enhanced and Enhance Coastall City work with Orbis (though not at once I think).
Italian can cause some troubles if the mod leaves italian text empty. Both FfH and Orbis have english text in there which works fine (but english is still english). You can change the language used to english (in options) and it should work.
The hero is Korrina and she is held untill you research Knowledge of the Ether. But she is a good defender and can learn death I spell (summon skeleton) which means she can send a skeleton to explore/fight
well yes its fall further plus sorry :crazyeye: , btw when im back to home i try to put in neglish n see if its work to other mod! , n thenx for the reply !! i thought korinna was a bug game! , another issue there a race dwarf or soemthing like that , if u built a city n reach an expansion cultural , the space of the worker in the city is limited only to the base! dont take the other tiles! its remains square n dont grow as cross like the other city of other race!
btw can u make , angel to fly? i mean walking on the water , well its an angel he got the wings.........
Jake the Peg Jun 23, 2009, 11:06 AM You probably refer to the Kuriotates. They have a small number of true cities that have a city radius of 3, as opposed to the usual 2. Then they have settlements, which function almost exactly like cities, except they are limited to the tiles surrounding the city square, they have a city radius of 1.
dan83m Jun 23, 2009, 11:33 AM You probably refer to the Kuriotates. They have a small number of true cities that have a city radius of 3, as opposed to the usual 2. Then they have settlements, which function almost exactly like cities, except they are limited to the tiles surrounding the city square, they have a city radius of 1.
a ok but why ??? :confused:
Ahwaric Jun 23, 2009, 12:00 PM a ok but why ??? :confused:
And why not?
Why do Illians cool terrain?
Why are Lanun great naval force?
Why Amurites are great at magic?
It is for flavour and unique gameplay experience. You get economy from metropolies and settlements are just military bases and for land claiming. In FfH it is the latter only.
A Golden Dragon Jun 23, 2009, 12:03 PM because that it is how the race work's, and it requires a unique game style, wich some players prefer (having several large very productive cities, and some smaller ones)
for an explanation lore-wise, you should check de civpedia. I believe it is in there.
dan83m Jun 23, 2009, 04:37 PM orbis work on 3.19??
Opera Jun 23, 2009, 04:40 PM Nope, wait for the next patch :)
AgentTBC Jun 23, 2009, 05:20 PM I am! I am waiting! But I am not good at waiting.
Quetz Jun 25, 2009, 02:29 AM wow. As a longtime FF player. i have just finished my first full Orbis game. Gotta say it's much more to my taste, and hope it keeps updated and such.
And someday perhaps includes Turimbatar's AI uptdates XD
Anyways, best of luck
beorn Jun 25, 2009, 05:30 PM Is anyone else having trouble with sound? For some reason, mine has quit working.
Seon Jun 25, 2009, 07:28 PM @beorn: That belongs in the bug thread ;)
Darkhon Jul 01, 2009, 09:51 AM OMG! I've always wished there was a more complex economic model in Civ especially fall from heaven.
If there was a race of evil gnomes who were bent on gaining money (Sort of an admixture of Donald Trump/Ferrengi/Starbucks/Microsoft) and a good race of jolly gnomes who are the antithesis of their vile cousins this would complete my wish.
Seon Jul 01, 2009, 11:56 AM OMG! I've always wished there was a more complex economic model in Civ especially fall from heaven.
If there was a race of evil gnomes who were bent on gaining money (Sort of an admixture of Donald Trump/Ferrengi/Starbucks/Microsoft) and a good race of jolly gnomes who are the antithesis of their vile cousins this would complete my wish.
Gnomes? :p
XD on Donald Trump etc
Gnomes were originally in as the Luchuirup, but they were droppedas Kael thought that Dwarves and gnomes being a different race with such a few differencewas abit redundant
Valkrionn Jul 01, 2009, 12:46 PM I had initially wanted to make a race of steampunk gnomes, to be honest... Then Ahwaric made the Mechanos, so I just adapted them. :lol:
civ_king Jul 01, 2009, 02:25 PM Gnomes? :p
XD on Donald Trump etc
Gnomes were originally in as the Luchuirup, but they were droppedas Kael thought that Dwarves and gnomes being a different race with such a few differencewas abit redundant
yes, um the Luichirp were set as dwarves but Kael felt that making a whole bunch more graphics for a minor difference was stupid, so they became dwarves
A Golden Dragon Jul 02, 2009, 01:56 AM I personally would like a mole/rat like race.... :P To form an opposite to the dwarven mountain wanderers...
Ahwaric Jul 02, 2009, 04:31 AM OMG! I've always wished there was a more complex economic model in Civ especially fall from heaven.
Trying to :) I too think FfH is too much into combat (but some people prefer it this way)
The good gnomes are Luirchuip (I am sure I spelled it wrong again...)
If there was a race of evil gnomes who were bent on gaining money (Sort of an admixture of Donald Trump/Ferrengi/Starbucks/Microsoft) and a good race of jolly gnomes who are the antithesis of their vile cousins this would complete my wish.
I personally would like a mole/rat like race.... :P To form an opposite to the dwarven mountain wanderers...
Let's change money to power/world domination (khazad are too much into money to warrant another such race), combine with mole/rat race and you get...
THE SKAVEN! ;)
Jabie Jul 02, 2009, 06:37 AM I personally would like a mole/rat like race.... :P To form an opposite to the dwarven mountain wanderers...
With a few tweaks, the Archos from FF sound like they might fit this bill.
A Golden Dragon Jul 03, 2009, 01:45 AM Perhaps i will try to make a modmod =) Wanted to give something like this a shot anyway :)
Jabie, i will look at the civ you mentioned :P
Tasunke Jul 03, 2009, 11:02 PM technically the Hippus, by lore, are the counter to the Khazad
A Golden Dragon Jul 04, 2009, 05:44 AM by lore yes, by gameplay not so much....
finished a game on a duel map, 2 players in 29 turns with a conquest victory! with the doviello and a lucian who mutated to a werewolf in turn 4 :P
Cyradin Jul 04, 2009, 02:13 PM Any ETA on a patch to make Orbis function with 3.19?
Opera Jul 04, 2009, 02:35 PM Today :)
(or tomorrow!)
AgentTBC Jul 04, 2009, 04:14 PM I'm pressing refresh on the main WELCOME TO ORBIS post over and over every 30 seconds until I get my fix.
Ahwaric Jul 04, 2009, 04:44 PM Hey, stop it ;). I am updating to patch c, it will take a while. But I want to do release soon, trust me (an hour?)
Opera Jul 04, 2009, 04:45 PM Yay!
And I see you got rid of Ostanes, Melisandre and Averax, 2yay!
I'm eagerly waiting for .24 as I updated to 3.19... and now can't test my own modmod :lol:
civ_king Jul 04, 2009, 05:21 PM Yay!
And I see you got rid of Ostanes, Melisandre and Averax, 2yay!
I'm eagerly waiting for .24 as I updated to 3.19... and now can't test my own modmod :lol:
:lol::lol::lol:
dan83m Jul 05, 2009, 08:48 AM hi guys can u tell me , what the scenario screen do?? i mean its usefull for something?? i can trigger these event or something like that???
A Golden Dragon Jul 05, 2009, 09:39 AM From there you can load the scenario's.... as a matter of fact.
If I remember correctly it was a qucik fix for in the beginning the scenario's could not be loaded from the main menu. So you had to start a game, and acces the scenario's from there.
Wauthan Jul 05, 2009, 09:40 AM hi guys can u tell me , what the scenario screen do?? i mean its usefull for something?? i can trigger these event or something like that???
Errh... no. I guess it can get a bit confusing. That screen lists the scenarios available for FFH2. You can play through them by, from the main menu, selecting Single Player then "Play a scenario". Choose "Fall from Heaven II Scenarios". A new game will start and bring up the Scenario Screen. Now choose the scenario you want to play.
You will notice that many options are locked. You'll unlock them as you play each scenario to the finish. I really recommend them. It's a great way to learn more about the FFH2 setting and lore.
Seon Jul 05, 2009, 10:35 AM Yup. I am currently kicking demonic asses with my invincible Valin Phanuel and crusaders in Lord of the Balors. Having infinite source of angels help too (crusaders when killed, come back to life. And since they each had like, 34 exps... :evil:). Not to mention that the fort commanders are also pretty good source of angels too. (Summon fort commander. Leave. Demons come and kill fort commander = free angel). Currently burnt all of the demonic cities I captured. The AC is like... 20 now.
blade117 Jul 05, 2009, 03:08 PM Good for you, Seon
Seon Jul 05, 2009, 03:13 PM thank you blade
Cyradin Jul 05, 2009, 04:11 PM Just a question about the mod, I just got the new version installed & started playing, I have the ljosalfar as my civ. Now my question is is this civ neutral with barbarian animals? as I cannot attack any animals whatsoever, nor could I destroy their lairs. Also it seems to have more than average resources & barbarians spawned everywhere across the map.
Seon Jul 05, 2009, 05:19 PM Yes.The Ljolsalfar starts at peace with the animules. Also, do you have the options "Barbarian world" and "Blessing of Amathenon" turned on? That explains more resources than normal problem.
Cyradin Jul 05, 2009, 11:59 PM Also, I was wondering if orbis supported multiplayer? As my wife & I enjoy playing FFH2 together & do so daily, orbis just will not show a game, we have tried hosting it on my comp & hers, neither comp recognizes the other has a game started.
Also kudos to you for taking an amazing mod & adding more depth, I absolutely love this mod!
A Golden Dragon Jul 06, 2009, 11:50 AM my brother and i do multi every now and then, so it does support
EDIT: since 0.24 we are unable to play over LAN
Ahwaric Jul 10, 2009, 04:02 AM Sorry for the delayed answer.
Just a question about the mod, I just got the new version installed & started playing, I have the ljosalfar as my civ. Now my question is is this civ neutral with barbarian animals? as I cannot attack any animals whatsoever, nor could I destroy their lairs. Also it seems to have more than average resources & barbarians spawned everywhere across the map.
Ljosalfar (and some other) are at peace with animals - they can't explore animal dens, and are not attacked by animals, but can provoke them (that requires subdue promotions - animal for provoking animals and beast for beasts)
Also, I was wondering if orbis supported multiplayer? As my wife & I enjoy playing FFH2 together & do so daily, orbis just will not show a game, we have tried hosting it on my comp & hers, neither comp recognizes the other has a game started.
Also kudos to you for taking an amazing mod & adding more depth, I absolutely love this mod!
Well, I think it does, but had not the time to test it recently. But there are OOS problems I had not the time to work on.
my brother and i do multi every now and then, so it does support
EDIT: since 0.24 we are unable to play over LAN
Strange, except for the espionage there is not much new code things in 0.24
Well, save for update to BtS 3.19
So, do you still have a problem? Are you able to do LAN with BtS 3.19 and FfH 0.41b-d? Did total reinstall work? There was a little mess with files and Civ requires the same version of files to play. I have found that copying a fresh installation of Orbis from one computer to another allowed me to play LAN before.
Senshi Jul 10, 2009, 09:22 AM LAN didn't work here either with 0.24a. Didn't test b yet. Game doesn't show up in LAN server browser.
Worked around that by using direct connect. Worked like a charm (except the occasional OOS errors, especially in mid/late game, but that's nothing unusual with FfH2 AFAIK).
A Golden Dragon Jul 10, 2009, 09:58 AM Strange, except for the espionage there is not much new code things in 0.24
Well, save for update to BtS 3.19
So, do you still have a problem? Are you able to do LAN with BtS 3.19 and FfH 0.41b-d? Did total reinstall work? There was a little mess with files and Civ requires the same version of files to play. I have found that copying a fresh installation of Orbis from one computer to another allowed me to play LAN before.
haven't been able to try it since it posted. If both my brother and i have time, we will try tomorrow.
gunnergoz Jul 14, 2009, 02:54 AM I've been playing Orbis for several days now and am really, really enjoying it - especially with the addition of Opera's great Extended Leaders mod. FFH was a new direction for me but I rapidly grew to enjoy it and did so even more once I installed and played Orbis for a while...and Opera's addition makes a fine game even better. So Kudos to all of you and thanks for bringing us so much gaming pleasure! And the price can't be beat! :)
Opera Jul 14, 2009, 04:12 AM Thanks again :)
[to_xp]Gekko Jul 14, 2009, 12:51 PM hey Ahwaric, you should add a thread to the general Modpack section of the forum ( i.e. outside of the FFH section ) . people out there that don't know about Orbis deserve to know! :lol:
A Golden Dragon Jul 15, 2009, 12:49 AM well you could help by adding it in you sig, like mine :P or opera's.... or several other members
[to_xp]Gekko Jul 15, 2009, 12:55 AM sure, but since I very rarely post outside the FFH section of civfanatics forums, that would be kind of useless :p
A Golden Dragon Jul 15, 2009, 02:06 PM not even all FFH'ers know about orbis...
[to_xp]Gekko Jul 15, 2009, 03:12 PM even after it got its own subsection? :D
arcticnightwolf Jul 15, 2009, 04:38 PM Gekko;8267527']even after it got its own subsection? :D
well ... IMO that helped this mod a lot ... it wasn't any longer another modmod in swarm
[to_xp]Gekko Jul 15, 2009, 05:38 PM and it got a lot better lately. really tempting :D hopefully when FF 051 comes out with its awesome modmodding capabilities thanx to WoC Lite Ahwaric will finally build Orbis over FF so we can have the best of both worlds, cause choosing between the two would be like choosing which one of your balls ( make that a breast if you're female :lol: ) to cut off. yeah, I mean that :lol:
arstal Jul 15, 2009, 11:59 PM Which is funny, cause I wish there was like a half-Orbis, with some features but not others.
[to_xp]Gekko Jul 16, 2009, 12:55 AM you could try FF then, it definitely has less stuff than Orbis does.
Valkrionn Jul 16, 2009, 02:07 AM Really? I think it adds MORE, while Orbis changes/refines more.
[to_xp]Gekko Jul 16, 2009, 09:53 AM well, the way I see it FF tries to add stuff only when it's deemed as really needed/useful/totally awesome, whereas Orbis has an approach similar to Rise of Mankind. some times you see stuff being discussed on the main forums and Ahwaric adds such changes in the next version only a couple days later, not that there's anything wrong with that of course. when you start a game under Orbis you immediately notice that it's a lot more different than base FFH compared to FF.
kenkrajen Jul 16, 2009, 12:19 PM Yeah I just started playing orbis. It's absolutely awesome. The one thing that sticks out the most is that all the most fun parts of ffh have been enhanced (like archers ranged atks and commanders, the great person bar, addtion of dimensional mana) and some of the annoying stuff has been toned down (like hunting taking forever to get at the beginning of the game, and stuff like that). I'm just wondering why this is a modmod of ffh and that a lot of these improvements haven't been deemed fit to be incorporated into reg ffh.
Cylnar Jul 16, 2009, 12:39 PM I actually didn't start playing Orbis (though I knew about it) until FF - which I loved - became unplayable for me as of version 050. They made their modmod so big that it just became too much for my system to handle - I would get a CTD when reloading saves even in the very early game and random CTD with increasing frequency as the game progressed until by maybe turn 200 it was completely unplayable. :(
Orbis/LE is as cool as FF in its own way and it's more streamlined; it at least currently causes much fewer CTD (though they do still happen). Merging Orbis with FF would be a terror - we'd have to go out and build brand-new rigs capable of playing Crysis at 120 fps with all settings maxed just to play that uber-mod! :crazyeye:
[to_xp]Gekko Jul 16, 2009, 01:21 PM although those CTDs on FF 050 were most probably caused by bugs and not system overload, so 051 might be a lot better at that. we'll see :D
Senshi Jul 18, 2009, 02:32 AM The problem with MP games not showing up in LAN games section can easily be fixed by synchronising the modfolders of every player. Just make sure everyone copies the Orbis folder of one player to make sure everybody has exactly the same content. Apparently, Civ checks that before allowing LAN games..:mischief:
In my opinion Orbis is the "refinement" mod whereas FF concentrates on adding content...funny you perceive it exactly opposite. FF has more civs, more heroes, wonders, spells etc. Not that it doesn't refine gameplay, it just has a different approach.
I like both mods, but prefer Orbis as FF gives us (2 player LAN) OOS almost every 10-20 rounds...or python errors....or just crashes...really takes the fun out of it.
Surprisingly, the new Orbis 024 eliminated OOS for us, we now have taken several games over 400-500 turns (standard size, epic, 14-16 civs). Really nice if you can play without disturbances and reloads (though it's dangerous, you really lose track of time ;) )
Wauthan Jul 18, 2009, 02:16 PM I agree with Senshi. Orbis 24b seems to be the most stable version yet. Once I finally figured out what was causing the reoccurring CtD I was experiencing, a "null" result from exploring lairs, I've not encountered any bugs at all. Great work Ahwaric!
It's so weird. The first 100 turns are slow as hell. Now by turn 800 it's as fast as plain BtS. Guess things speed up when all the barbarians are killed off? Because games without Dovellio and/or the Ljusalfar have the fastest change of turns.
cypher132 Jul 23, 2009, 01:57 AM I just wanted to let you know I start a mega story. I thought up my own realm of Erebus and I've included civilizations from Orbis. I'd love feedback and ideas. Just check it out (http://forums.civfanatics.com/showthread.php?t=328783). And sorry if this is out of place or annoying.
MightyDragon Jul 28, 2009, 11:56 AM I played Orbis for three days now, and I really like it. It makes a great mod even greater and the refinements are really good, better than in FF. But i agree, FF puts in more stuff and Orbis more refinements. Thank you very much! :clap:
Bastian-Bux Aug 08, 2009, 04:52 AM Hi,
we do have some trouble playing orbis via Internet. The second player can join in the stagging room and the game can be started, though as soon as the actual playing map shows up for me the host, the 2nd player gets a CTD. Any help?
Treason Aug 11, 2009, 08:04 AM Hmm..Looks like an interesting Mod I'd love to try out..
..too bad file font sucks as a source to download from. 5 tries, all cut out at around 20 to 25 MB.
Valkrionn Aug 11, 2009, 04:06 PM I had the same issue with FFPlus... I'd suggest moving it to WePlayCiv, as they don't limit upload sizes and only host civ mods.
Opera Aug 12, 2009, 02:47 AM I could do it. Not sure Ahwaric would appreciate though.
Stonemender Aug 14, 2009, 01:56 PM I dont really like what you did to the Mazatl.
One of the things that made the Mazatl fun to play was to transform all of their lands into lush green jungle. Much similar to the ancient forests of the elves, Deep Jungle forms from normal jungle in Mazatl land.
What i dont understand - why do the Mazatl gain no benefits from jungle, except health? Even deep jungle, being Mazatl-Country only, is identical to normal jungle with respect to food/commerce/production. Neither gives more recources for Mazatl than for other civs.
If have not found any tech or civ, that would enhance jungle for the mazatl. Turning grassland into Jungle is right now identical to turning grassland into plains - playing in an all-plains-terrain is extremely difficult. As of now, the Mazatl are playable, but absolutely no fun to play.
In the end, there is little reason, why a Mazatl player should even bother to keep the jungle at all - was that intended?
Tasunke Aug 19, 2009, 02:31 PM Yea, Mazatl used to be one of my favorite races to play as. Especially if I wanted an immortal or diety game.
Now, however, I'm more likely to find that power through the Bannor module ^_^
Opera Aug 19, 2009, 03:21 PM Which Bannor module?
Also, I'm going to add bonuses for the Mazatl to Jungles/Deep Jungles. I guess Ahwaric will do the same with base Orbis :)
civ_king Aug 20, 2009, 08:56 PM Where did you get the Verocchio graphic? I want it bigger so I can make a constume of him, Halloween is approaching (please PM me)
Crystal Fox Aug 26, 2009, 12:38 PM HI! Im new to the forums, me and a friend are trying to play this over the internet together, we have both gotten FFH2 (patch D) and the latest Orbis (patch C) from the same link (the one inthe bug thread) and are both patched to bts 3.19. Yet when i host a game he cannot see it. Is there anything else we can try to get this to work?
I have also had both of us start a play now game and exit it to clear the settings. I am not sure what could be the problem, as i have played this with a different friend so I am fairly certin the problem is on his end.
Could Vista have something to do with it, he runs Vista while I use XP... thanks in advance ^^
UNIT 666 Aug 28, 2009, 02:36 PM Where did you get the Verocchio graphic? I want it bigger so I can make a constume of him, Halloween is approaching (please PM me)
Wow! That's gonna be quite an awesome costume.
civ_king Aug 28, 2009, 11:47 PM Wow! That's gonna be quite an awesome costume.
yep, but I need the graphic to start, or someone telling me how to get if from Orbis itself
Ahwaric Sep 02, 2009, 11:09 AM yep, but I need the graphic to start, or someone telling me how to get if from Orbis itself
Verocchio's portrait was originally painted for Miraz from Prince Caspian. The picture is by Justin Sweet, the same author that painted many other FfH leaders. I think you can find the picture on his official site, but my connection refuses to open it right now. Also, you can use pakbuild to unpack Orbis art files.
By the way, I am almost back ;) Taking some rest now after my field work, but will be back to civilization (especially faster internet connection) in two days.
My work took longer than I expected and I need to do some update on what is going on here before I will be fully funcional ;), but I hope to update Orbis soon.
Sorry for the long silence people, I hope you are still here :)
Opera Sep 02, 2009, 11:13 AM Well, in fact, I took the liberty to update Orbis to the last FFH patch (well, next to last, the last one is one DLL stuff that isn't critical so I didn't update for that) :blush:
Glad to see you back :)
Ahwaric Sep 02, 2009, 11:27 AM Well, in fact, I took the liberty to update Orbis to the last FFH patch (well, next to last, the last one is one DLL stuff that isn't critical so I didn't update for that) :blush:
Glad to see you back :)
That is great! Let me take a look... ;)
Glad to be back :)
arkham4269 Sep 02, 2009, 12:13 PM Dang...I find out there is a Patch F that needs Patch F of FfH...and they are already at Patch G.
To quote Darth Vader, 'NooOOOOOOOOOo'
Opera Sep 02, 2009, 12:14 PM Arkham: no, Orbis patch F works fine with FFH patch G, no worries ;)
DaLingure Sep 02, 2009, 01:53 PM I updatet FFH2 to patch g, then I installed Orbis patch F, but when I try to start it, severel errors occur. Which mod do I have to use for the "start a game with play now" - order to reset the settings?
Thanks for help
Opera Sep 02, 2009, 01:57 PM Orbis.
But what kind of errors are you getting?
Falc Sep 02, 2009, 02:09 PM When you say
I updatet FFH2 to patch g, then I installed Orbis patch F
do you mean you installed base Orbis and then patched it, or did you only install the patch?
DaLingure Sep 03, 2009, 02:42 AM I only installed patch F ... do I have to install base Orbis first?
Opera Sep 03, 2009, 04:37 AM Yes ;)
Download Orbis 0.24 first and then install patch F :)
razzach Sep 04, 2009, 04:18 AM I can't find patch F of Orbis :(
Opera Sep 04, 2009, 04:29 AM Ahwaric didn't link it yet in the first post of the bug thread...
But you can find it in my signature! "Current Patch" is the link you're looking for ;)
razzach Sep 04, 2009, 04:33 AM So that's why...I've been going crazy thinking that Elohim Guardians for Orbis Patch F!?!...but I can see it's only patch C! :)
Thanks for the update!
Opera Sep 04, 2009, 04:51 AM You're welcome ;)
I'll change the link to a more visible color than black, so people will likely find it.
Freesmog Sep 06, 2009, 11:17 PM I updatet FFH2 to patch g, then I installed Orbis patch F, but when I try to start it, severel errors occur. Which mod do I have to use for the "start a game with play now" - order to reset the settings?
Thanks for help
I'm getting a similar problem. So many errors I can't seem to click through them all, LOL. I did indeed install the Orbis mod first, then patch, however the during patch installation was asked about installing in the same Orbis file, which of course I did.
Edit: Ooops, the main page has patch B, then the actual download is C. Thank gaud for reading comprehension!
James009 Sep 06, 2009, 11:42 PM Can anyone tell me how to disable "Ranged Attack" from unit's like Archers? Ranged attack creates OOS errors in multiplayer.
It'd be awesome if I could disable that. Thanks!
(Note: This is not the catapult's ranged attack, to clarify.)
Opera Sep 07, 2009, 02:05 AM I'm getting a similar problem. So many errors I can't seem to click through them all, LOL. I did indeed install the Orbis mod first, then patch, however the during patch installation was asked about installing in the same Orbis file, which of course I did.
Edit: Ooops, the main page has patch B, then the actual download is C. Thank gaud for reading comprehension!No, actually, look in my signature to find the latest patch.
Also, there will be a new one soon :)
@James009: I don't know how to do that :(
DaLingure Sep 07, 2009, 03:55 AM I installed Orbis (88 MB) and then the patch f, an now, everything works fine!
Thanks, a great mod! I enjoy it a lot!
Opera Sep 07, 2009, 03:57 AM Good to hear :goodjob:
James009 Sep 07, 2009, 03:48 PM Opera, do you know what is causing the OOS errors? Or, preferable, how to fix them? Any way of making the mod more multiplayer friendly?
Me and a buddy are going OOS just about every turn now after about six hours of "decently stable" gameplay. I think it has to do with "Ranged Attack" but it could also be something else.
Opera Sep 07, 2009, 04:08 PM I think I read somewhere that ranged attacks are causing OOS errors. Unfortunately, I'm of no help in multiplayer area :(
James009 Sep 07, 2009, 07:50 PM I just looked through UnitInfos.XML and couldn't find anything relating to the "Ranged Attack". Is that ability unique to Orbis or is it in normal FFH too?
Does anyone know where the "Ranged Attack" define is?
Also, would there be a way to mod the GlobalDefines.XML to add a +10% withdraw rate to all units?
Jagenfox Sep 08, 2009, 03:42 AM I think it's something like <iAirRange>1</iAirRange> , maybe I don't know a lot about this.
ryeguy146 Sep 10, 2009, 06:43 PM I'm getting Out of Sync problems when I try to play Orbis multiplayer. I do not get this when I use regular CIV IV or Fall from Heaven 2. I am fully updated and the single player game works absolutely perfectly.
Aside from this flaw, I love Orbis, and thank you for introducing so many great features to an already amazing mod.
Plus, modmod is fun to say.
arcticnightwolf Sep 11, 2009, 07:58 AM I'm getting Out of Sync problems when I try to play Orbis multiplayer. I do not get this when I use regular CIV IV or Fall from Heaven 2. I am fully updated and the single player game works absolutely perfectly.
Aside from this flaw, I love Orbis, and thank you for introducing so many great features to an already amazing mod.
Plus, modmod is fun to say.
well ... i advise to use vanilla ffh for multiplayer since it has lowest rate of OOS
(( so far i only experienced OOS when Basium or Hyborem summoned ))
PawelS Sep 11, 2009, 08:49 AM I play Orbis in multiplayer without problems. But it's in hotseat mode ;)
arcticnightwolf Sep 11, 2009, 10:10 AM I play Orbis in multiplayer without problems. But it's in hotseat mode ;)
lol ... non-simultaneous modes shouldn't be considered as MP ... :D
James009 Sep 11, 2009, 05:36 PM I think it's something like <iAirRange>1</iAirRange> , maybe I don't know a lot about this.
Guess what? This fix worked!
Before I implemented the fix (which required changing all of the airrange to 0 for all units with a ranged attack) we were getting OOS erros after just about EVERY ranged attack (NOT bombardment, that works fine), now we barely ever have any OOS errors.
well ... i advise to use vanilla ffh for multiplayer since it has lowest rate of OOS
(( so far i only experienced OOS when Basium or Hyborem summoned ))
I haven't discovered if Hyborem summoned yet but the only OOS error we are getting now is when we hire mercs. I don't think thats working yet but, luckily, the computer doesnt appear to hire mercs.
Played for about six hours with only one OOS error due to merc hiring.
Orbis multiplayer WILL and CAN work! :goodjob:
I play Orbis in multiplayer without problems. But it's in hotseat mode ;)
hehe, yeah, that just doesn't count. You can't go out of sync with yourself, can you?
If anyone is interested I could upload the modified units file so other people can play Orbis multiplayer.
Opera Sep 11, 2009, 05:42 PM I wonder why ranged attacks are causing OOS though. We should try to fix that so you would be able to use it even in MP :)
Belizan Sep 11, 2009, 07:18 PM We MP Orbis all the time, and ranged attacks do not particularly seem to be a source of OOS. We do occasionally have OOS problems, but we have yet to discern a clear pattern for them.
It does seem that both the Scions and Grigori do not behave properly if more then one player plays them in MP.
abqaiq93 Sep 11, 2009, 09:43 PM With the new version of Better economic AI (V. 0.5) coming out today, any plans on including some of his changes into this mod. Specifically the work that was done in CvGameUtils.py?
Thank you for all your hard work Orbis team.
Opera Sep 12, 2009, 03:32 AM With the new version of Better economic AI (V. 0.5) coming out today, any plans on including some of his changes into this mod. Specifically the work that was done in CvGameUtils.py?
Thank you for all your hard work Orbis team.Turin's AI mod could be a great addition and is already somehow in LENA; but the fact is that Orbis and FFH don't play the same way, so his mod would need to be adapted to Orbis gameplay. Not sure I want to spend time doing this though.
Ahwaric Sep 12, 2009, 03:11 PM @ James009
Thanks for the info.
I do not have much reports on OOS apart from"there are OOS". And it is hard to test without a normal advanced game.
Mercenaries have 2 spells. The standard one that AI uses and that is advised to use in MP. Expanded mercenaries one (the red icon) does cause OOS. I have no idea what is casuing the OOS but do not think it can be fixed without removing expanded mercs. Please use standar mercenaries in simultaneous turns.
I wonder why ranged attacks are causing OOS though. We should try to fix that so you would be able to use it even in MP :)
I wonder too. It is a feature I have take from Final frontier, so should work fine. Maybe some xp calcualtions? :confused:
We MP Orbis all the time, and ranged attacks do not particularly seem to be a source of OOS. We do occasionally have OOS problems, but we have yet to discern a clear pattern for them.
It does seem that both the Scions and Grigori do not behave properly if more then one player plays them in MP.
Is game playable? I mean OOS happen, but not every turn? and reloading helps?
I have an older laptop and it is on xp while I use vista on desktop so I am not sure what is causing OOS for me.
I really need more info people. Ranged attacks should be fine, but if disabling them really helped... :cry:
James009 Sep 12, 2009, 04:39 PM Orbis MP OOS Quick Fix (http://forums.civfanatics.com/attachment.php?attachmentid=227681&stc=1&d=1252791476)
You can try the "Ranged Attack" modifications if you want to check it but I've tested it thoroughly and results are evident. Games definatly go OOS much less then without it. I was getting OOS errors just about every turn and would have to reload the game to fix it... for one more turn. For the record, it is happening every turn because we were at war and archers (and boats) were using ranged attacks.
It's sort of like the Rise of Mankind MP fix that disables advanced settlers. In fact, maybe you should look into whatever Dale's Combat Mod uses for Ranged Attack and try to implement that. Dale's Combat Mod Ranged Bombardment works fine in MP.
I wonder too. It is a feature I have take from Final frontier, so should work fine. Maybe some xp calcualtions?
Otherwise, I'd say this is a good place to start. I may be wrong but when ranged attack fails we don't go OOS, probably because there is no XP gain.
So, maybe if we disable ranged attack XP gain for archers MP OOS will be fixed.
ryeguy146 Sep 12, 2009, 05:05 PM Well, I don't know what will fix the game.
I've deleted my cache both manually, and through holding shift.
I've tried using the disable events option
I've tried the XML file fix presented here.
Nothing works. I receive OOS errors immediately upon starting the multiplayer game. No turns, no attacks, just the start.
We've been trying Direct Connections over Hamachi, which seems to be the only way that we can see each other. We can't see LAN or internet games.
James009 Sep 12, 2009, 09:15 PM ...
We've been trying Direct Connections over Hamachi, which seems to be the only way that we can see each other. We can't see LAN or internet games.
The problem might be more then the game if you can't even see each other. Try disabling anti-virus and firewall. Otherwise, one's game may be different then the other.
I'd suggest a clean re-install on both machines and update with patches. Then install the mod on one machine and copy and paste the mod directory to the other. That ensures that both machines have the same game, data, and mods.
You both need to have identical Civ 4 game, patches, and mods.
You also shouldnt be going OOS on gameload, it usually requires you to end a turn before an OOS.
Hope this helps!
ryeguy146 Sep 13, 2009, 12:34 AM Both of us have disabled our anti-virus (NOD32) and firewall (Comodo). I built both of our computers.
arcticnightwolf Sep 13, 2009, 04:29 AM well, all games through hamachi we play (( rp games (http://forums.civfanatics.com/showthread.php?t=325347) )) are exclusively through DirectConnection
abqaiq93 Sep 13, 2009, 06:47 PM Just a thought about the OOS issues. I was looking at the Erebus.py file which is used if you decide to use the Erebus map feature with this mod. So for the people who are running into the OOS issues if you could chime in on what map type you are using. Anyway here is what I found in the comments:
################################################## ############################
# Tunable variables
################################################## ############################
#Decides whether to use the Python random generator or the one that is
#intended for use with civ maps. The Python random has much higher precision
#than the civ one. 53 bits for Python result versus 16 for getMapRand. The
#rand they use is actually 32 bits, but they shorten the result to 16 bits.
#However, the problem with using the Python random is that it may create
#syncing issues for multi-player now or in the future, therefore it must
#be optional.
self.UsePythonRandom = True
So with the Erebus map by default it uses the Python Random functionality. So the Python Random functionality may be optional, but as a player if you select the Erebus map to play inside the game you do not have an option. You will be using the Python Random generator and if you are playing multi-player this could be contributing to the OOS problem.
Belizan Sep 13, 2009, 06:53 PM We run into OOS frequently in our 2-4 player games running Orbis Continents.
abqaiq93 Sep 13, 2009, 07:02 PM We run into OOS frequently in our 2-4 player games running Orbis Continents.
Just to clarify. In the game there is a map type called "ErebusContinent" and another one called "Continents".
The ErebusContinent map uses the same Python random generator described above so these maps will have OOS issues as well. If you are using just the normal Continents map that is the one from vanilla civ.
I did not see a map option called "Orbis Continents".
Opera Sep 13, 2009, 07:07 PM There is OrbisContinents since the new patch. It's basically a Orbis friendly ErebusContinents, adding Haunted Lands, Crystal Plains and Kelp on generation.
But if what you say is right, maybe we should simply gives duplicate of the scripts renamed xxxMP.py so people wanting to play MP will just have to choose those.
ryeguy146 Sep 13, 2009, 07:30 PM I use the Erbis map. I've yet to try on another, shall I?
abqaiq93 Sep 13, 2009, 07:47 PM But if what you say is right
I am actually not trying to say anything. All I did was paste a section of comments and a variable from the actual map file. I do agree that it would be of interest to change the variable to false and mark them the MP version of the map and see what the results are.
But please remember that by using the default random number generator instead of the python random number generator the actual map seed itself plus any other calculations that relay on the map seed might be very different in terms of results of what people are use to seeing with Erebus maps.
Opera Sep 13, 2009, 07:58 PM Ok, so I attached modified files for MP for those who want to give it a try without touching the base scripts :) Unzip them into Orbis/PrivateMaps/ ;)
civ_king Sep 14, 2009, 12:17 AM wow, abqaiq93, talk about lurker
ryeguy146 Sep 14, 2009, 04:08 AM I'll test those out next time I get the chance, Opera. Thank you!
Turpitude Sep 14, 2009, 06:49 PM There is OrbisContinents since the new patch. It's basically a Orbis friendly ErebusContinents, adding Haunted Lands, Crystal Plains and Kelp on generation.
There is no such thing as OrbisContinents in my Patch G. Like abqaiq said, in the game there is a map type called "ErebusContinent" and another one called "Continents".
Opera Sep 14, 2009, 06:55 PM I thought Ahwaric packed them in patch G. Maybe he didn't. But it doesn't really matter anyway.
Hansebenger Sep 14, 2009, 07:14 PM Short question: When do elections offering bonus traits take place in a republic (Normal speed) ? I think I'm 50 turns a republic now and nothing happened...
ryeguy146 Sep 15, 2009, 03:25 AM I'm not sure if it was the G patch or the MP maps, but I'm not getting any more OOS messages. Thank you very much, Opera. I'll test other maps to see if I have issues with them and report.
Opera Sep 15, 2009, 03:35 AM If anything, thank abqaiq93 ;)
[to_xp]Gekko Sep 15, 2009, 03:35 AM ah, Orbis. always constantly improving and refining. reading each changelog is a joy, patch G is great and patch H looks even better. I salute you, Ahwaric :D
Ahwaric Sep 15, 2009, 05:34 AM I packed the map, but it is called Erebus Continents. Soorry opera, I just thought I will keep the name to avoid confusion. It produces the same maps as Erebus continents, just adds Orbis fetures to it (thanks for it by the way!).
Looks I created some confusion myself...
@Hansebenger
Strange, I got the election playing yesterday... But it took some time, I need to check it.
@[to_xp]Gekko
Thanks, FF junkie ;)
ricolikesrice Sep 15, 2009, 05:38 AM i havent played with the republic civic much but i remember the first time i got election i went back to a save 2 turns earlier and see if i could get different result
..... but no election happened the turn it "should" have..... so to me it looked like
it is a random event rather than tied to a specific number of turns.
Opera Sep 15, 2009, 05:41 AM Yeah, I actually renamed it to "OrbisContinents" to avoid confusion ;)
Will you pack the MP versions as well? It would save trouble for MP players not comfortable with python.
About elections, what ricolikesrice said. Here's the code; I think the bolded part should be out of the picture: if pPlayer.isCivic(CvUtil.findInfoTypeNum(gc.getCivic Info,gc.getNumCivicInfos(),'CIVIC_REPUBLIC')):
if CyGame().getSorenRandNum(3, "Election Year") > 0:
iCycle = 40
if CyGame().getGameSpeedType() == gc.getInfoTypeForString('GAMESPEED_QUICK'):
iCycle = 20
if CyGame().getGameSpeedType() == gc.getInfoTypeForString('GAMESPEED_EPIC'):
iCycle = 60
if CyGame().getGameSpeedType() == gc.getInfoTypeForString('GAMESPEED_MARATHON'):
iCycle = 80
if iGameTurn % iCycle == 0:
cf.resetRepublicTraits(pPlayer)
iElectionType = CyGame().getSorenRandNum(4, "Election Type")
if iElectionType == 0:
iEvent = CvUtil.findInfoTypeNum(gc.getEventTriggerInfo, gc.getNumEventTriggerInfos(),'EVENTTRIGGER_REPUBLI C_ELECTION_HAWK_VS_DOVE')
pPlayer.trigger(iEvent)
if iElectionType == 1:
iEvent = CvUtil.findInfoTypeNum(gc.getEventTriggerInfo, gc.getNumEventTriggerInfos(),'EVENTTRIGGER_REPUBLI C_ELECTION_LANDOWNER_VS_PEASANTS')
pPlayer.trigger(iEvent)
if iElectionType == 2:
iEvent = CvUtil.findInfoTypeNum(gc.getEventTriggerInfo, gc.getNumEventTriggerInfos(),'EVENTTRIGGER_REPUBLI C_ELECTION_CHURCH_VS_STATE')
pPlayer.trigger(iEvent)
if iElectionType == 3:
iEvent = CvUtil.findInfoTypeNum(gc.getEventTriggerInfo, gc.getNumEventTriggerInfos(),'EVENTTRIGGER_REPUBLI C_ELECTION_LABOR_VS_ACADEMIA')
pPlayer.trigger(iEvent)It's causing the elections to not trigger that often...
Caradoc Sep 15, 2009, 11:04 AM From the jump to G it looks like Orbis patches will have the same letters as the corresponding FFH2 patches. Hooray for that! As one who continually struggles to get all the versions lined up, I must say this is a godsend. Now if we could get all the modmodders on board life would be a dream.
Schwarzbart Sep 15, 2009, 02:53 PM Sorry to say this but its just plain "Luck" that curent Oribis is on G as FFH and for the Missing Letter Opera Patched Orbis to F while Ahwaric was away. Orbis H will probably come out tonight (Euro Time) acording to the Bug thread.
Belizan Sep 15, 2009, 03:39 PM Any chance of merging Wild Mana into Orbis? Wild Mana sounds like it has a lot of nice improvements to the AI and the defended nodes are fun 8).
A Golden Dragon Sep 16, 2009, 02:45 AM wild mana will be merged in the next FFh patch, so i guess it will be in orbis aswell
rocklikeafool Sep 18, 2009, 04:48 PM So, I've played Orbis before. But I'm disappointed to find out it isn't compatible with Vista (not gonna even try my Windows 7, which is like Vista+crap). Download went fine. After that, tried to run the installer.
It said, "The version of this file is not compatible with the version of Windows you're running..."
Is there some way maybe to monkey it so I can play Orbis? Would putting a copy of BTS in the normal Program Files (instead of Program Files[x86]) work? Any ideas'd be helpful.
Ahwaric Sep 18, 2009, 05:09 PM So, I've played Orbis before. But I'm disappointed to find out it isn't compatible with Vista
Huh?
It is compatibile with vista. It is compiled on vista. Tested on vista and even installer is made on vista.
No idea why you have problems running Orbis, never seen anything like this.:confused:
UAC messes things, but it does it for FfH too.
Edit: I thought I will mention that I have civ installed on another disc, not C:. So not in program files folder.
rocklikeafool Sep 18, 2009, 05:17 PM Weird. I'll try some things then. Thanks.
Belizan Sep 18, 2009, 10:08 PM Huh?
It is compatibile with vista. It is compiled on vista. Tested on vista and even installer is made on vista.
No idea why you have problems running Orbis, never seen anything like this.:confused:
UAC messes things, but it does it for FfH too.
Edit: I thought I will mention that I have civ installed on another disc, not C:. So not in program files folder.
I have Civ installed under default directories in Vista 64-bit, and it works "fine". (I say "fine" because it is slow ;). Can't play on huge maps, takes too long to process turns :( ).
A Golden Dragon Sep 19, 2009, 12:55 AM I have Civ installed under default directories in Vista 64-bit, and it works "fine". (I say "fine" because it is slow ;). Can't play on huge maps, takes too long to process turns :( ).
same here.... though my computer can handle huge map up to turn 400 in quick... then it just becomes too slow... and i hardly ever win a game :(
does anyone exactly know what causes the slowdown (wich seems to increase with every modmod) and more important if something can be done about it?
Belizan Sep 19, 2009, 01:27 AM Apriori, without having looked at all at the Orbis sources, I'd say it's most likely too much python code doing too much work. Every time the engine has to bridge between the dll and the python code a lot of processing time gets used. If new events are added which get triggered alot this can slow a mod down. Further, python code runs quite a bit more slowly then the comparable algorithm in C++.
Beyond that, it may be there are some run away algorithms in the mod, but without profiling or benchmarking tools (or a detailed understanding of the mod's codebase), we'll never find them (unless they're obvious, in which case I rather think Ahwaric would already have found them).
A Golden Dragon Sep 19, 2009, 04:26 AM wouldn't it for speed sake be better to write things that aren't likely to be changed in C++ then?
Opera Sep 19, 2009, 07:42 AM Yeah, there's some things to remove from the python, mostly the one in GameUtils that get triggered every turn, as in EventManager.
Like the canBuild callback.
Perhaps the "GONE_TO_HELL" victory check at the end of each turn, too.
Also, the number of units. That's why having hard limits on the number of units could speed FFH up.
rocklikeafool Sep 19, 2009, 04:55 PM I have Civ installed under default directories in Vista 64-bit, and it works "fine". (I say "fine" because it is slow ;). Can't play on huge maps, takes too long to process turns :( ).
Well, mine is Vista 86bit. So, I'm just gonna try running it from the normal program files.
lexar_kg Sep 20, 2009, 03:15 AM I'm looking for huge Erebus pre-made maps. Nikis-knight's one is the best for me. But I can't play it with Orbis. Are there any conversions?
Falc Sep 21, 2009, 09:36 AM Have you guys seen this? http://forums.civfanatics.com/showthread.php?t=332196
Opera Sep 21, 2009, 10:23 AM Yes. But it isn't a top priority, at least for me, as the speed gain seem to be somewhat low for what FFH would need.
Schwarzbart Sep 21, 2009, 01:59 PM A ModMod of RoM who is using the Car Mod haved problems with the barbarians thanks to some part of the CAR Mod so I am not sure if the Car mod could easy integrated into Orbis.
http://forums.civfanatics.com/showthread.php?t=328243&page=9
[to_xp]Gekko Sep 21, 2009, 02:53 PM I'm pretty sure those issues were caused by an incorrect merge and were fixed later.
arkham4269 Sep 21, 2009, 04:44 PM Have you guys seen this? http://forums.civfanatics.com/showthread.php?t=332196
Well beyond the CAR mod, the more interesting thing, I believe, is their Three Kingdoms Mod. Since I can't seem to make FfH work via Steam and thus can't play Orbis, I've been playing this mod a lot and the legion system is a really nice take on the old Civ III Army system.
If at some future time, this could be included, I think it would also add a broader concept of the Great General.
Opera Sep 21, 2009, 04:53 PM Yes, their mod is great, with a lot of good ideas :)
arkham4269 Sep 21, 2009, 05:13 PM Yes, their mod is great, with a lot of good ideas :)
I must say that the legion system also might allow the AI more flexibility when faced with lack of resources as a legion of 2-3 units early in the tech tree can still be formidable and thus make them more viable. Too often I saw the AI get boxed in away from certain resources such as copper, iron or horses and thus couldn't readily be aggressive to acquire these resources since the only way they could do it is with massive waves of troops which meant they couldn't be building up their cities and usually they'd lose so many troops in the attack, the other player (AI or human) could usually take back the city pretty easily.
So the legion system might it easier for the AI to be a better player in the long run. That and the fact the armies can be defensive in nature is nice. Trying to wipe out a faction that has their leader defending as a archer legion is not pleasant for the attacker.
razzach Sep 23, 2009, 08:59 AM Do anyone know where the PDF Manual of Orbis is saved? The one listing all changes to Pagan Temples for different civs. I can't seem to find it in the threads.
Thanks!
Ahwaric Sep 23, 2009, 11:55 AM Do anyone know where the PDF Manual of Orbis is saved? The one listing all changes to Pagan Temples for different civs. I can't seem to find it in the threads.
Thanks!
I have removed it as it is massively outdated (version 14c if I recall correctly) and I did not want people to play according to that info.
The biggest change is that they are different now, but civiliopedia should list all the attributes.
If you really want to get that pdf, check my account - it is listed there. I do not want to post the link as not to encourage anyone ;)
Quetz Sep 23, 2009, 12:09 PM Agree @ the legion system from HoTK being awesome. Just picked up that mod, it is really sweet (not a big fan of the map they use, though.. historically accurate as it may be.)
Opera Sep 23, 2009, 12:30 PM I like it too.
I have a couple of ideas for using it... Though it may be a pain to import and may not fit FFH well.
civ_king Sep 26, 2009, 12:20 AM Yes, their mod is great, with a lot of good ideas :)
Leme guess, that's French for "I love the mod and the features, and am in the process of pilfering its components" right? ;)
Opera Sep 26, 2009, 10:47 AM Not all... ;)
Caradoc Oct 03, 2009, 07:24 PM This is probably not specific to Orbis, but that's what I'm playing. Random start with unrestricted leaders gave me the intriguing combination of Perpentach and the Kuriotates. Soon I find the "real" Balseraphs nearby under a weak leader, so I am able to annex Coombe View and since the K's Sprawling trait includes assimilation, I have my very own Balseraph colony and am looking forward to Harlequins and Taskmasters. But lo, when Perpy has his first fit of insanity he loses the K's Sprawling trait! This is good, since I can now settle regular radius-3 cities in addition to the three radius-4s I already have. Not so good in that assimilation is gone and I can no longer build the special Balseraph buildings. Probably a bug, or maybe just part of the merriment.
Ahwaric Oct 04, 2009, 02:00 AM And that is why unrestricted leaders option will be removed in next version :p
Or maybe not, you can do what you want. But I am not going to fix something that will not happen if you play the normal way.
Leaders are designed to rule the particular civ. It is certainly game breaking if you break that rule.
So, if sprawling gets removed by Cardith's adaptative, it is a serious bug. In this case, I do not care :lol:
[to_xp]Gekko Oct 04, 2009, 07:15 AM be sure to just hide it instead of getting rid of it altogether :p
Schwarzbart Oct 04, 2009, 04:11 PM I while ago I also would prefer to keep this option in. But now that I started to edit the Leader I whant to play so that he have the traits I whanted to have him, I dont need this option any more. (less Gamebreaking problems this way)
Valkrionn Oct 04, 2009, 05:12 PM And that is why unrestricted leaders option will be removed in next version :p
Or maybe not, you can do what you want. But I am not going to fix something that will not happen if you play the normal way.
Leaders are designed to rule the particular civ. It is certainly game breaking if you break that rule.
So, if sprawling gets removed by Cardith's adaptative, it is a serious bug. In this case, I do not care :lol:
I completely agree with you. Last version of FFPlus I hid this particular option... It was really bad with some of my Emergent leaders. One of the Kuriotate leaders gains extra food on tiles with 3 or more, for example... Horribly OP for the Calabim. :lol:
abqaiq93 Oct 08, 2009, 12:29 PM The changelog link for patch i does not have a section for version i.
blade117 Oct 08, 2009, 01:46 PM Is 24i a complete download (eg. no need for base 24 install)?
Opera Oct 08, 2009, 02:41 PM Yes :)
pacman85 Oct 10, 2009, 07:47 AM Is there something wrong with the download? I have been trying to down load this mod all morning and keep getting "OrbisSetup024i.1.2D0D17.efw
What am I doing wrong?
Nevermind -- had to disable my firewall, then it worked :P
Jordal Oct 15, 2009, 12:13 AM Great mod. I've really enjoyed it. Does the latest version work with FFH's latest version?
Cloner4000 Oct 17, 2009, 02:23 PM Hi, I have a question regarding the current mod..I look 3-4 page before and no similar questions was ask so I was wonder it's because I miss some step. And that when I click on the "install to G" link nothing happens.
In game, sometimes I would get a large red ball in the middle of map and obstruct my view, or sometimes I would get a large graveyard graphics...nothing is wrong with game play but it's blocks the view.. Also, when I move units to lair and stuff, the explore button no longer appear. I realize later that you need tech for it, but before when I click the "stop automation" which appears, my unit just disappear. Is it a bug? I was wonder if I done something wrong in the installation.
Opera Oct 17, 2009, 04:55 PM Did you install with FFH patch G installed? Or did you install with a greater patch (h, i)? You need patch G.
Cloner4000 Oct 17, 2009, 05:08 PM I see, I have already installed the newest patch, but I found patch G on the forums. can I just overwrite them? or do I need to reinstall?
Thanks for the quick reply.
Opera Oct 17, 2009, 05:16 PM I think you should reinstall. Sometimes, a file may pass unmodified and ruin the game ;)
(Also, not so quick, I've done better, like this one ;))
Cloner4000 Oct 17, 2009, 07:40 PM So I reinstall Fall from heaven with the correct patch G..the lair problem is solved, but I still have the tombstone problem..I'll try to reboot my computer. But has anyone else encounter similar problem? or can I just manually delete that file? That's indeed very first reply..thanks again..
by the way, my friend figure it out those are actually graphic for unit that are just magnified...
arstal Oct 22, 2009, 06:34 PM is patch j compatible with latest FFH patch, or still patch G?
Opera Oct 23, 2009, 12:24 AM Patch G. You need to install 0.24i on patch G and then apply the patch 0.24j ;)
Ahwaric Oct 23, 2009, 01:48 AM Khem, actually it is patch i or j.
G does not contain new beast of agares graphics.
So, update FfH to j, then install 24i, then patch it to j
blade117 Oct 23, 2009, 06:34 PM Amy chance of making Orbis independant of FFH like FF/FF+?
Ahwaric Oct 24, 2009, 01:30 AM It is sheduled for version 0.3, which I will work on as soon as I fix some bugs with 0.24
blade117 Oct 24, 2009, 10:27 AM awesome
CladInShadows Oct 30, 2009, 05:24 AM just a small question... do the FFH scenarios work in Orbis? I mush prefer it that normal FFH but don't want to waste time trying one only to find out that it is broken towards the end.
Ahwaric Oct 30, 2009, 06:16 AM just a small question... do the FFH scenarios work in Orbis? I mush prefer it that normal FFH but don't want to waste time trying one only to find out that it is broken towards the end.
In general, yes. I did play most of them in Orbis and it was fun. Especially Khazad in Against the wall - workable mountains and Ironbreaker unit...
I can't guarantee they are bug-free. Orbis (and FfH) are not anyway.
There are many changes in Orbis and I could not test whole scenarios after every update.
But if you do find anything, I will try to fix it ASAP.
aragogthebest Nov 08, 2009, 08:11 AM orbis is the most stable modmod i have ever played
you need to update the first post
great modmod
Bezhukov Dec 27, 2009, 02:35 AM Enjoying it greatly so far, only problem is that I'm unable to explore (clear) lairs and in a perhaps related problem, am also unable to use the "release elephants" feature. I'm playing as Mechanos, if that makes any difference.
Dominicius Dec 27, 2009, 05:26 AM orbis is the most stable modmod i have ever played
you need to update the first post
great modmod
I agree with this. Say what you will about any actual bugs in it but Orbis is really quite stable. In six 200+ turn games I played I never had it crash on me.
arkham4269 Dec 29, 2009, 11:55 AM Not a bug question but more of a "what is your intent" question.
(Edit) Never mind about the change-log questions. I think I found what I was looking for.
Also, FF had some extensive changes to the Doviello that at one time you were debating co-opting some. Did that ever happen? I've been enjoying playing the Scions minor leader w/the Tolerant trait that I've not really played them. That and my computer time is way more limited now.
Valkrionn Dec 29, 2009, 05:14 PM Correction: FF does not have extensive Doviello changes. RifE does. FF merged the Feral trait (As did Orbis ;)), but that was it as it was a very early version of Doviello+ when it was merged.
Seeing as RifE is based on Malakim+ and Doviello+, only RifE has the changes. :p
Ghost of K Jan 14, 2010, 11:50 AM I really enjoyorbis as an extension of FF2. The new civs like Patria and Mechanos bring some interesting variety.
Ahwaric Jan 14, 2010, 02:28 PM Also, FF had some extensive changes to the Doviello that at one time you were debating co-opting some. Did that ever happen? I've been enjoying playing the Scions minor leader w/the Tolerant trait that I've not really played them. That and my computer time is way more limited now.
I need to check RiFe changes for 0.30. I certailny like some. But Rife and Orbis doviello are different, I see them different than Valkrionn, and so have some things he does not like ;)
Correction: FF does not have extensive Doviello changes. RifE does. FF merged the Feral trait (As did Orbis ;)), but that was it as it was a very early version of Doviello+ when it was merged.
Seeing as RifE is based on Malakim+ and Doviello+, only RifE has the changes. :p
Well, I am not sure if it was not the other way around with feral (does it give free subdue animal in Rife?). I recall certain comment about "druidic softies" or something simmilar from you regarding Orbis doviello. :p
Anyway, as I said above, Doviello in Orbis and consequences of feral trait are different in Orbis. But will check what can fit them from the rife changes.
@Ghost of K
Thanks. Scions are actuyally from FF, but I changed them. More than a bit I think, hopefully Tarqueline still does not mind my version (he did not at first, but no idea now).
nutranurse Jan 15, 2010, 06:53 AM Just a quick question that I don't think warrants a whole new thread:
Does Orbis's AI utilize any of the improvements made by Selphi's Wildmana modmod or does Orbis use the stock FFH AI or have its own unique AI?
edit: Also does Orbis have flavor start? Because I have been getting a lot of nonsensical starts in my past few games. I actually had Mazatal up by tundras in two past games :\
Ahwaric Jan 15, 2010, 08:25 AM No, I did not include Sephis AI. It is hardcoded (which I do not like) and Orbis differs in many aspects from base FfH, especially in economy. So, I would have to write the code almost from scratch.
The falvour start is in, I have not yet updated to latest climate mode from Flavour mod, but apart from that it is in.
Lizards have high preference for jungle and much smaller for forests, grasslands, riversides. Also a huge bonus for mount kalshekk.
The problem is, flavour mod does not create new start locations. It just evaluates all of them, and then check which civ has highest preference for each one. So, lizards can end up in tundra if there are no better places for them (i.e. all other are mostly desert & deforested plains), or other civs have higher preference for this particular spot.
In general, the bigger the map, the more fitting the locations.
But I am going to review the preferences for next Orbis version. For lizards that means removing forest & riverside preferences and negative modifier for tundra & ice. I might even give them bonus for deserts if it makes sense in new climate axis (i.e. desert is hot, so just needs to be more humid).
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