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  1. J

    Memory Allocation Failures

    While waiting for WM 9.0 I've recently necroed a thread where I found solution for my MAFs. Here it is: http://forums.civfanatics.com/showthread.php?t=225205&page=1 I used to experience MAF when savegame file size was around 0.8 MB. None of my savegames reached more than 0.8 MB. After...
  2. J

    Memory Allocation Failures

    I am almost sure that atleast my MAFs are related to revealed map size. Anytime I trade whole world map, and try to look around the world, I got CTD. If I do not trade the map, I can continue play to late stages of the game.
  3. J

    Optional Modules Request Thread

    Suggestion to module: "Nerfing Cottage spam strategy" I really dont like cottage spam strategy, also landscape looks weird with towns on every spot(in fantasy mod). Is it possible to create limit for cottage placement like for fishing villages? Limit for cottage placement should be like this...
  4. J

    Download and Current Changelog

    *Spell Sanctify removes Haunted Lands *Spell Sanctify removes Necropolis (reduces AC by 3) - this is not working in my 8.02 Bannor game. - used to get lots of MAFs on previous versions at turn ~300 on large map, now playing large map, turn 450 and no MAF at all! Thank you Sephi for...
  5. J

    [MapScript] Erebus Continent

    I love this mapscript, currently all my games are played with it. But one little thing disturbs me. I'm not fan of landmass surrounded by ocean entirely, I prefer "inland sea" types of map with no wrap (like Erebus, Wilderebus... mapscripts). Mainly because less space is wasted on water tiles...
  6. J

    Civ-5-trailer VS FFH2-intro

    Am I only one who see new Civ 5 trailer as an enhanced version of FFH2 intro? Especially the text lines appearance in same places... Civ 5 trailer was mentioned here in this Forum, with link to IGN, check it out if haven't already. http://forums.civfanatics.com/showthread.php?t=355043
  7. J

    Highest Strength Mass Producible Unit?

    And what about Sheut stones? EDIT: With mithril, of course...
  8. J

    [MOD] Age of Discovery II

    Here are some of my suggestions for naval combat: 1. Add to each ship ability to bombard. This should represent long range attack with ship's cannons. It will be best if there can be counterbombardment from ship which is under attack, so that both ships(attacking and defending will fire at...
  9. J

    Elohim With Salsa: Modular mod.

    some sugestions, just from top of my head: 1. To make monk(or paladin) even more lucrative unit, monk should get some 1st level spells depending on temples built in in city. Like free courage or loyalty promo for Order Temple and so on. 2. UB Temple Complex - I see elohim as spiritual and...
  10. J

    Alfheim: Elves at War

    From these ones I like the first option. But to be honest, I'm looking forward to some demon hunting:). So something like Malakim, Bannor against Hyborem, Sheaim and Clan?;)
  11. J

    [Map]FFH-Map where Evil rules

    Hmmm. It seems that I lost these map files by some accident:mad: . Sorry. I can't find them. Anyway, I'm creating a new version of this map right now, but larger(huge) and with all civilizations. Hopefully I will be able to release new version in few days, so come back in few days if somebody...
  12. J

    [Map]FFH-Map where Evil rules

    @Zeviz Thanx for playing this:). You are right about AI buffing options(like ignoring building requirements), that can help AI greatly against barbarians. But, it will help AI against me also, and my usual difficulty is monarch(my gameplay sucks, i know:)). But settings are fully customizable ...
  13. J

    [Map]FFH-Map where Evil rules

    Thanks for giving it a shot;) . Yeah, it seems that Avatars are way too strong, and raging barb option ussually wipe or slow down down evil civs. I've tried several changes in scenario, but i cannot figure out how to help evil civ against barbs in appropriate way. Anyway, I hope you enjoyed your...
  14. J

    Squatting Barbarians

    So try my map called "map where Evil rules" or Nikis's map with RB on and you will see...
  15. J

    Undead civ: one more crazy idea

    Nice Undead idea, but i don't like that body grabbing thing. Maybe Undead can have a promo with chance to convert unit to their cause after succesful battle. But converted unit will be changed to undead of type according to his unitclass(melee->skelies; archer->skelie archer; recon->whaiths...
  16. J

    Squatting Barbarians

    Raging Barbs are maybe not strong enough for human player, but Ai seems fall like trees to this option. So vith stronger RB there will be lots of conqest victories arond year 230-250 for human player(at epic speed), cause no AI civ will remain. AI seems to not respond to RB, trying to spam...
  17. J

    Map lore

    For those of you who became impatient, there is my new map called "map where Evil rules"(maybe not so "lore"). But placing of Doviello, Ilians and Amurites is similar to Age of Ice scenario. @zxccvbmn sorry for spamming in your thread:crazyeye:
  18. J

    Suggestion: Avatars as playing unit

    I had allready implemented Avatars of some sort in my map(search for thread named "Map where Evil rules"). Each civ start with unit with hero promo, unit type differ according to Leaders(Bannor starts with Angel with hero promo, etc.). Maybe you should try it.
  19. J

    Design: Religions

    Dunno if proper thread, but i found that under CoE you get option which looks like an exploit to me: Slave trading - after activating this council option, you can buy unlimited amount of slaves, which can be used for hurrying buildings. OK, guess for what? 10gp each. How many production will you...
  20. J

    [Map]FFH-Map where Evil rules

    I had always problem with challenging map where evil civs goes wild. Good or neutral are always dominant players in my custom games. So I have created map where good and neutral civ have less room to expand then evil civs. Also, some civs are not in game:Lanun, Kuriotates, Hippus, Grigori...
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