Recent content by kjnoren

  1. K

    2.7 Beta5

    Been playing a bit with this version, and seems to be more stable at some maps than 2.6.3. However, when opening "Against the Wall" I ran into the following errors while choosing the scenario settings (leader and civ names): Python exception Traceback (most recent call last): File...
  2. K

    Bug Reports and Discussion

    Am having a crashing bug while hitting next turn on the attached savefile. Not sure if it's due to something in More Naval AI 2.6.3 or something else. The savegame is an edited map from Tasunke's Erebus Fantasiversalis. BtS 3.1.9.0 (128100) More Naval AI 2.6.3
  3. K

    [MOD] MagisterModmod

    If you want to get more entries for the Civilopedia, Refsteel of Realms Beyond has written quite a few entries for the Erebus in the Balance mod. You can probably get some from the mod or from their designated thread.
  4. K

    Fall From Heaven Leader's Tale - Auric Ulvin

    FWIW, using the bare FfH version pretty much guarantees that I won't be following along. I'm committed to using MNAI nowadays, especially now that the versions are not so much in flux anymore.
  5. K

    Fall From Heaven Leader's Tale - Auric Ulvin

    It opens using the bare FfH mod (Kael's path "o", where I have added the Pyre Zombie fix as well). Are you sure you want to use that version? Anyway, looking at the start, we have brown sheep, brown silk, and brown mana. By tile-gazing, I think there is coast to the west and snow north of the...
  6. K

    Fall From Heaven Leader's Tale - Auric Ulvin

    Yeah, back when I ran an FfH SG over at Realms Beyond, we had big problems with keeping our versions in sync - when one person joined halfway I had to zip my patched FfH folder and send it over to him.
  7. K

    Fall From Heaven Leader's Tale - Auric Ulvin

    Tried to open the game, using More Naval AI v2.6.3, but got a crash due to Bad Memory Allocation. The base FfH (patch "o") also CTD. Which version of MNAI did you use?
  8. K

    [MOD] MagisterModmod

    Yeah, I have nothing against having spamming farms everywhere as a valid strategy. The trouble is when it's the ceteris paribus best play for almost every civ, on almost every map.
  9. K

    [MOD] MagisterModmod

    That said, I believe the game could use a couple of cottage-boosting civics or techs. Right now the situation is like this. Right now, the only boost they have is with Taxation, and that provides only a 20-25% boost in economic tile yield. Compared to BtS, the farms in FfH are super-powered...
  10. K

    [MOD] MagisterModmod

    When it comes to civics, I have two basic thoughts. One is that they apparently are notoriously hard to balance. The other is that a lot of the civics seem to be grab-bag and unfocused in their effects. (This last is, to me, a general problem in FfH in general, both for buildings and civics.)...
  11. K

    [MOD] MagisterModmod

    Good. That's a nerf compared to how it is in vanilla/MNAI, where they can be used twice in a turn by two different units, but maybe that's what you intend.
  12. K

    Erebus Fantasiversalis

    A potential spoiler: Is this intentional? I'm not sure it fits lore-wise, and it locks in a certain game-plan for the AI.
  13. K

    Erebus Fantasiversalis

    Just opened it up. A few comments, based on starting as Bannor: It felt rather weird to start with several shades Likewise, having several techs without their prerequisites There is a grassland-floodplains tile 1S of Torrolerial, and a plains-floodplains tile 1E of the city as well I started...
  14. K

    [MOD] MagisterModmod

    Thanks for keeping FfH alive! I just installed your modmod, and I must say I'm very impressed with your thoroughness. One issue I found that might be from MNAI or from your work, is that it's possible for a unit to cast Join and Split Commander in the same turn. In the original FfH I had...
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