Final Fixes Reborn

all great healer have no name

That brings up a good point... are the great people names, images, and background quotes restricted to Erebus mythology only? The community could do well by adding a bunch to the the game based on their favorite fandom. Plus everybody loves easter eggs.

[Rant]

Healer specialists in general seem... off. Since sickness is such a pronounced feature of this game, the specialist is too necessary. As a method of balance, it seems that every building provides a healer too (why does the Elder council provide a healer?). A more interesting solution would have been more resources and a buildings/national wonder schema that took advantage of that. Healers have a place, don't get me wrong. But they should be at least as difficult to get as craftsmen I think.

[/Rant]

In custom game, choosing a civilisation should restrict the leader choice, for easier pick

I second this. ;)
 
Healer specialists in general seem... off. Since sickness is such a pronounced feature of this game, the specialist is too necessary. As a method of balance, it seems that every building provides a healer too (why does the Elder council provide a healer?). A more interesting solution would have been more resources and a buildings/national wonder schema that took advantage of that. Healers have a place, don't get me wrong. But they should be at least as difficult to get as craftsmen I think.

I only half agree with you, I tend to avoid using healer to get better great person unless I really need one. Most great people can build useful building. Great healer can only join city or build a potion shop where most great person can build a guild all, great engineer can build masters (workshop, siegesmith, fletcher, rancher) each giving 10% more hammer plus diverse bonus and the possibility to build the master hall. Great prophet can build religious unique building and altar of the luonnatar. So I don't think healer should be as hard to get.

The elder council granting the possibility to have a healer seem legit since we're not much more than a tribe at that point. Shaman or wise woman are elder. I didn't look at the list of building granting one, but that one fit.

Bug: City with equal health and sickness automatically put a healer specialist when none are needed
 
Well, I guess we can put basically any specialists with any building. :lol: My issue with healers is that they were put in the game (apparently) to deal with the two sickness per population feature. In other words, they created the problem for their solution.

As a rule of thumb, the tier 1 buildings provided access to a distinct specialist. But with sickness at two per population, sickness is so overwhelming that we had to break the schema and provide an additional healer at the Elder Council, and give another healer with the Herbalist building, and provide a Well building, and give the priest +1 health too. :crazyeye:

The specialists should be for specializing, but every city must eventually use healers or stop growing. IMO, there should be enough health from buildings and resources to allow a city to grow to its maximum happiness (not counting happiness from Mana, WWs, or cages). Than if you have a reason to grow larger, you may specialize it by using healers (perhaps for feasting, or recruiting, or slavery).

I'm not one to complain and not offer a solution.

On the health topic, it might be a slight bug too, but the Handicap for health was never modified in light of the two sickness per population thing. A simple adjustment might be to have the handicap for health set to x1.5 the happiness bonus. So for Noble and upward, 4 happiness and 6 health. To maintain the continuity of the original game, it would be set to x2 the happiness bonus.

The resource mod happens to have a delightful selection of new possibilities.
 
I see your point, healer could be reworked. More diversified ressource could help with this issue, especially if the growth building (granary, smokehouse...etc) are modified to give more health from the new ressources too. The only flaw I see is that it make ressources trading slighty less useful.

idea: each civilization could have their own pool of great person ~5/type (flavour wise) when all spawned they could use the ones from a general pool (~5) and then a unnamed generic one if needed. If the modder are interrested we could probably class the existing ones in the diverse civilization and make new one where needed

idea: Add a great person tab to the wiki. Sorted by type. And by race if you're willing to follow my first idea

Disproved: I said earlier that I didn't get the free flesh golem event since I restarted playing. Just got it in my most recent game, the event is still there. Maybe the odds were changed or I was incredibly lucky 2 years ago. Still didn't get the caerbannog event but I didn't use a lot of recon unit in my games. 2 year ago, I remember it always triggered in the early game for a scout.
 
Forgot there's 37 civilization, that would be a lot of great person to make
 
Various bugs and bug-related stuff:

Bug 60: The "Don't kill it" option should always be unselectable, as per Kael's "Princess Rule": Nothing that'd be on the wall of a little girl's room is allowed. We've probably broken it a fair bit by now, really, but that option being unavailable is entirely as designed.

Bug 65: Possibly related to Sidar AIs repeatedly casting/uncasting the "Hide City" or whatever it's called spell?

Bug 69: Thanatos probably picked up the Undead promotion from exploring a lair. Should probably be blocked by the Angel/Fallen Angel races.
Related: Undead units can still get the "Visions that drive you mad", or however it's worded, result from exploring lairs, granting them Crazed. While losing control of an Undead unit due to demon possession (another lair result) could make sense, simply going insane doesn't.
edit: Hrm. Nevermind, claiming forts does indeed cause the Undead promotion to be applied to units. Undead Acheron is a go!

Bug 115: The results for this event depend on your current civics, if I recall correctly. Not sure if that can be coded into the event result display, and doing so would, IMO, kill the "feel" of the event in that you actually have to think about the options instead of just picking whatever gives the best result.

Bug 164: Not sure what this really adds, while being a potential headache. Especially note the potential problems when combined with the D'Teshi entropy affinity, allowing deep strike raids to cut rivers. Seems reasonable enough for rivers in D'Teshi territory to dry up, but inflicting it on others feels overboard.

D'Teshi cities can gain food production from events (Monument dedication) and buildings (Tamed animal buildings, such as Hog Pen, Elephant Stable, etc), then use that food production towards building workers or military units under Conquest civic.

General AI issue: AI buys potions like crazy. Is it crippling its own economy to do so? Even if it isn't, is there really a benefit to this? Also causes enormous amounts of slowdown due to every unit in every city trying to buy more and more Healing Salves.

D'Teshi units: D'Tesh are blocked from building several higher-tier units by building requirements. Notably, Beastmasters cannot be built due to Groves being blocked, War Chariots and Knights are blocked due to Hippodrome being blocked. Are D'Tesh intended to be locked out of top-tier Mounted/Recon units?
 
They might well be, tbh. D'tesh are a very niche civilization, and much like the Mekara (at least, the way I designed them), they may well have limitations on what units are available. Valkrionn is the one to ask about D'tesh though - he's the one who made them.
 
Yeah, my feel is that it's intended for D'Tesh's late game power to lie in the Council of Four and Lord D'Tesh. Five Immortal Archmages with massive mana affinity certainly makes up for the lack of Mounted/Recon.

Another interesting bug: the "Gift Essence" spell appears to give XP to D'Teshi Commanders (Fort commanders) based on all units in the tile, rather than just the unit sacrificed.

Oh, also, D'Tesh can still use the Creation III spell Birth. Admittedly, by the time you have anyone capable of casting it, you should be more than capable of acquiring more than 2-3 slaves a turn from other sources.

Side note: Had the Arms of Sucellus constellation event trigger as my undead hordes marched on Torrolerial and the desperate last stand of the Bannor and Mercurians. Proceeded to lose dozens of highly promoted Chosen (Mages) and scores of cannon fodder, with Lord D'Tesh and the Council forced to retreat. That's the kind of thing that's only supposed to happen in scripted scenarios :lol:

Anyway, very glad to see that work is still being done on FfH and all its successors, keep up the good work :D
 
Hi guys,
1) I'll read thoroughly all posts following #218 next week.

2) To anyone feeling adventurous enough to test my first version published on sourceforge, here is the download link.

Why do I say adventurous? Well,
- lots of modifications since 13.7. I'll try to finish writing a readable changelog in post #3 as usual, before leaving for the WE, but no promises. (the coding changelog being slightly cryptic)
- it's the first time I publish a file on sourceforge (was really straightforward with filezilla and sftp protocol --> I'm relatively confident on this)
- I only had time to play two partial games with this latest version, and didn't see regressions, but who knows :rolleyes:

Warning: In case I've failed miserably and you want to play the mod this WE, you should keep Rise from Erebus as backup.

Installation: Just download the new version and copy the contents of the archive into the mod folder.

For non-steam version, the path should look like this ...\Beyond the Sword\Mods\Ashes of Erebus) and you launch the mod as usual with the launcher (I'm feeling like Captain Obvious here) ...\Beyond the Sword\Mods\Ashes of Erebus\RifELauncher.exe
 
Disproved: Finnally got the caerbannog event, the event is still there, the odds were probably lowered
 
Keep up the good works Ronkhar! I've played a few limited games since the Ashes of Erebus updates. Enjoying it thus far, although I wonder what everyone thinks of the upkeep cost of forts?

Currently having a fort commander costs 2 gold per turn to maintain, and it seems a bit costly early. When playing races like the Khazad, Dwarven mines come with that same -2 upkeep unless you delete the commander. Also it seems counter intuitive when discovering an abandoned fort while scouting to consider leaving it unclaimed for economic/research reasons, especially considering barbs will convert them into cities if you do. Thoughts?
 
I would like to make a request when you have time!

Please replace Feris model! If you don't remember, Feris is Mechanos hero.

She uses a very old female rifleman model with a huge head.
If anything, here's a long-time updated version of that unit with better body and shrinked head:
http://forums.civfanatics.com/downloads.php?do=file&id=6060

But I think that THIS unit would be PERFECT for her. It's much better done and has both ranged (gun) and melee (sword) animations for first strikes and close combat. And it's an amazing unit overall:
http://forums.civfanatics.com/downloads.php?do=file&id=16579

Thank you for your great work!

P.S. Here's a small recolor of parts of the skin and button to fit the big "hero" image in game:


Download: http://www.mediafire.com/?c0s1oxcf7cbao41
 
I'm currently working on the jotnar module and I want to make it more modular. I think i grabbed most of the jotnar related entries in the XML and keeping them in the main game would be redundant.

Here's the list of entry that should be removed
Spoiler made modular :
CIV4ArtDefines_Building.xml
- ART_DEF_BUILDING_JOT_STAEDDING
- ART_DEF_BUILDING_JOT_PALACE
- ART_DEF_BUILDING_JOT_HOUSE_OF_THE_ANCESTORS

CIV4ArtDefines_Civilization.xml
- ART_DEF_CIVILIZATION_JOTNAR

CIV4ArtDefines_Leaderhead.xml
- ART_DEF_LEADER_JO1
- ART_DEF_LEADER_JO2
- ART_DEF_LEADER_JO3

CIV4ArtDefines_Unit
- ART_DEF_UNIT_COMMANDER_GIANT
- ART_DEF_UNIT_JOT_TRITON
- ART_DEF_UNIT_LARGE_TRITON
- ART_DEF_UNIT_JOT_SPEAKER
- ART_DEF_UNIT_JOT_HIGH_SPEAKER
- ART_DEF_UNIT_JOT_BERSERKER
- ART_DEF_UNIT_JOT_GIANT_CHAMPION
- ART_DEF_UNIT_JOT_PHALANX
- ART_DEF_UNIT_JOT_BEASTMASTER
- ART_DEF_UNIT_TROLL_HUNTER
- ART_DEF_UNIT_TITAN
- ART_DEF_UNIT_JOT_CYKLOP
- ART_DEF_UNIT_JOT_TROLL
- ART_DEF_UNIT_JOT_SETTLER
- ART_DEF_UNIT_JOT_MOUTH (x2)
- ART_DEF_UNIT_JOT_CULTIST
- ART_DEF_UNIT_JOT_EGRASS
- ART_DEF_UNIT_JOT_ADULT
If you found something else that is only needed by the Jotnar please tell me, I'll add it in the mod.

Btw, I repaired the jotnar module, if you want to have a compatible version. Should stay disabled by default
 
Right now Muris Clan commander looks like a crowned human (great commander); while he's leading goblins it looks weird (and he IS goblinoid by promotion and nature).

So you could use old Chugginator's Orc Swordsman model to replace him. I retextured it to fix the "derpy" eyes and change the color scheme to fit other muris clan goblins.


You can download him here: http://www.mediafire.com/?ejvbqsclfujzdv5

If you are willing to accept my help, I will make a good button for him.


P.S. It's a good idea to use this as a gladiator UU for Balseraph: http://forums.civfanatics.com/downloads.php?do=file&id=12700
 
Something is very wrong. My warriors got bronze weapons, but they are still 3/4 (while it says +1 attack/defense in the promotion tooltip).

are you playing as a Mechanos? They do start with a bronze, but to prevent them from spamming str 4 warriors from turn 1 their warriors start with -1 attack strength. After Bronze working this penalty is removed IIRC
 
I am playing as mechanos but the penalty was never removed. My warriors are 3/4.

Also vault gate (avaliable to everyone at KoTE) is described as Kahdi building (and gnoslings it's spawning too).
 
Deobfuscate all code indentation (official python doc and common sense say: "it is unwise to use a mixture of spaces and tabs for the indentation in a single source file", yet someone regularly put both on the same line!) LOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOONG and so boring
Can't you just use the replace option in said document?
 
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