View Full Version : Jotnar


Wolfes
Nov 10, 2009, 06:31 PM
How do i get a jotnar settler in roe 1.12? I had 200 gold in a huge map, epic speed and diff noble, but i didnīt get a button to upgrade.
already fixed.

bardliam
Nov 18, 2009, 12:11 AM
Fixed how? I'm having the same problem.

Valkrionn
Nov 18, 2009, 12:21 AM
You can't get Jotnar Settlers in 1.12.

Your only methods of expansion are to build a fort (Fort Commanders gain the ability to convert the fort to a city at level 5), or conquer.

This may be changed next version. ;)

bardliam
Nov 18, 2009, 12:41 AM
An of course that's bugged. Which means for now, you only get 1 city as the Jotnar. That was a waste of 3 hours.

Monkeyfinger
Nov 18, 2009, 09:31 PM
Ninja: Jotnar FCs can build cities, but they need to be L7, not L5.

The unique Jotnar wonders (seasonal halls) have the "act as an extra capital" effect, but it doesn't do anything for the Jotnar because it only affects distance maintenance, which the Jotnar are immune to anyway. It doesn't take any slack off their heavy # of cities maint costs. Working as intended?

Valkrionn
Nov 18, 2009, 10:10 PM
Probably a hold over from an older setup, actually. IIRC, they also provide mana so they aren't useless. :lol:

I'll look into the Fort Commanders. It was originally level 5... Maybe Vermicious changed it and I didn't catch it?

odalrick
Nov 19, 2009, 01:51 AM
The unique Jotnar wonders (seasonal halls) have the "act as an extra capital" effect, but it doesn't do anything for the Jotnar because it only affects distance maintenance, which the Jotnar are immune to anyway. It doesn't take any slack off their heavy # of cities maint costs. Working as intended?

I think they are bonus palaces so that you can only have one in each city.

Vermicious Knid
Nov 19, 2009, 10:01 AM
Ninja: Jotnar FCs can build cities, but they need to be L7, not L5.

The unique Jotnar wonders (seasonal halls) have the "act as an extra capital" effect, but it doesn't do anything for the Jotnar because it only affects distance maintenance, which the Jotnar are immune to anyway. It doesn't take any slack off their heavy # of cities maint costs. Working as intended?

Correct on the level req. :goodjob:


The extra capital effect is a very simple way of blocking multiple halls being built in the same city. Could also be done with an unwieldy snarl of python...but since it works as is I haven't seen a need.

Monkeyfinger
Nov 20, 2009, 06:18 AM
What does Wisdom of the Ancients actually do?

I have blasting powder and a few stonekin giants over 100 years old, but they can't seem to become bergrisars (high end earth kindred). Missing something, or bug? Save attached, they're in Grottiburg.

Vermicious Knid
Nov 20, 2009, 02:47 PM
What does Wisdom of the Ancients actually do?

I have blasting powder and a few stonekin giants over 100 years old, but they can't seem to become bergrisars (high end earth kindred). Missing something, or bug? Save attached, they're in Grottiburg.


Wisdom of the Ancients doubles the XP of every unit with race: Giantkin. Expect to be selecting a lot of promotions after you cast it. :)


I'll look at the requirements for Bergrisar after work. I think it is 200 years old, not 100.

Monkeyfinger
Nov 21, 2009, 12:12 AM
Wait, I see the problem. It's not a free promotion, you have to level up to buy it.

Age req is 100 but it's not fully effective until age 200.

bardliam
Nov 21, 2009, 02:50 PM
Getting back to the FC's, I have one I've leveled to 8 but no option to make the fort into a city... Also, on a game balance note, FC's get .5 xp per turn, which means if you immediately on turn 1 send your citizens to go build a fort, it'll be past turn 100 before you get your first additional city? Unless you conquer one?

sylvain5477
Nov 23, 2009, 02:20 PM
How do you build Egrass ? (I have KotE but still not buildable)

Valkrionn
Nov 23, 2009, 02:49 PM
He's bugged atm, and not buildable. Will be fixed.

sylvain5477
Nov 23, 2009, 05:05 PM
I see :)
Guess the same for the world spell :p

Monkeyfinger
Nov 23, 2009, 06:15 PM
World spell works.

Vermicious Knid
Nov 24, 2009, 01:03 PM
World spell works fine...you just need Education to cast it.


It is stronger if you wait until mid-to-late game. :D

Vermicious Knid
Nov 24, 2009, 01:03 PM
He's bugged atm, and not buildable. Will be fixed.


Fixed in my internal version.

Valkrionn
Nov 24, 2009, 01:10 PM
Figured it would be. :lol:

sylvain5477
Nov 26, 2009, 12:08 AM
World spell works fine...you just need Education to cast it.


It is stronger if you wait until mid-to-late game. :D

Its help says it requires a chislev only building... :)
I must be missing something here.

Deon
Nov 26, 2009, 05:30 PM
How can you "fix" egrass? Please? :D

Vermicious Knid
Nov 27, 2009, 12:37 PM
How can you "fix" egrass? Please? :D

Changing the order the units appear in civinfos seems to do it.

Why...I have no idea.

Valkrionn
Nov 27, 2009, 01:05 PM
That means we have a double for some unit, somewhere above where Egrass was. I had that issue with Malakim+ a while back. ;)

Monkeyfinger
Nov 28, 2009, 12:26 PM
Why is only Egrass effected? Would moving him make some other unit unbuildable?

Valkrionn
Nov 28, 2009, 12:39 PM
Woops, he said in CIVinfos. Not UnitInfos, which is what I thought. No idea why moving it in that file would help, unless there is another entry for his unitclass with the <unit>NONE</unit> tag, and there isn't.

Vermicious Knid
Nov 28, 2009, 10:03 PM
Woops, he said in CIVinfos. Not UnitInfos, which is what I thought. No idea why moving it in that file would help, unless there is another entry for his unitclass with the <unit>NONE</unit> tag, and there isn't.

I'm trying to remember the exact steps I used to fix it...there was a particular "slot" in the list of units that would show as unbuildable. Didn't matter which unit I put there. I think I eventually stuck their fort commander UU there...it is only "built" through python and is thus unaffected.

Valkrionn
Nov 28, 2009, 10:06 PM
Have you tested that? Could cause issues, as the civ's Fort Commander UU is checked when deciding what type of commander should be created... If it's not reading properly, it'll create the default unit.

Vermicious Knid
Dec 01, 2009, 02:56 PM
Have you tested that? Could cause issues, as the civ's Fort Commander UU is checked when deciding what type of commander should be created... If it's not reading properly, it'll create the default unit.


I haven't today...can look later.


It is a really random and seemingly nonsensical error. I hates it.

bardliam
Dec 05, 2009, 09:49 AM
Is there going to be a patch anytime soon, to fix the Jotnar issues? I really like this civ and not having Egrass, not to mention the 'no settler' issue, makes them very difficult to play.

Schwarzbart
Dec 05, 2009, 10:22 AM
If The Creat settlement via Fort works then there is no "no settler" issue because it is intended that Jotnar cant build settler. I curnetly play a moded version so I am not sure if it works in the unmoded.

Valkrionn
Dec 05, 2009, 12:19 PM
Well, from what I remember Vermicious saying, next version the Jotnar will be able to build settlers again.... Fixes the AI crashes. Turns out the AI needs a settler and worker (Thrall Militia serves as worker and warrior) or else it dies, who knew. :lol:

That said, there are some large features being worked on. No idea when we'll release, sorry. ;)