Orbis - the original thread

Looks Like I might need to lower the discover chance and increase monster spawn rate ;)

Do you remeber what exactly the Marbel text said? I do not recall adding "mining" information. And do you remeber what buildings and units have that glitch? I am going to release the next version tomorrow, but would like to check it before.

I have finally finished work on the first version of Stewards of Inequity.
More info is in the second post of this thread (0.11 changelog). Unfortunatelly I could not get it to influence or be influenced by other guilds.

@MagisterCultuum
Thanks for help, exactly what I needed. It works as it should :)
I changed pSpreadCity to pRemoveCity in the "def onCorporationRemove" part, but this part is not used yet anyway.

@Wauthan
Glad to get to know it before releasing next version. I will try to nail it down.
Can you post a save just before that happens?
If not, at least give me some info on the civs in the game (especially if mercurians & infernals are in and for how long), what guilds & religions are active and general tech level (how late is late... ;) )
It will help a lot in testing what is causing it.
I guess it is the unit or building art missing, but there are plenty to check.

Edit: Did you apply the infernal chariot fix I posted a few days ago?
 
Good news. It was indeed the Infernal Chariot that caused the problem. I only looked for updates in your first post. :hammer2:

Damn good thing you had a fix already in place. Kickass game in progress and I'm not sure I want to go back to "vanilla" FFH now that your mod is out. :thumbsup:
 
Looks Like I might need to lower the discover chance and increase monster spawn rate ;)

Do you remeber what exactly the Marbel text said? I do not recall adding "mining" information. And do you remeber what buildings and units have that glitch? I am going to release the next version tomorrow, but would like to check it before.

I have finally finished work on the first version of Stewards of Inequity.
More info is in the second post of this thread (0.11 changelog). Unfortunatelly I could not get it to influence or be influenced by other guilds.

The 'mining' text is the one that comes when you discover Marble. It says something about all the fine stuff you can carve. One other thing, after prospecting and coming up empty, you get a message at the top saying that the game was saved, but there's no entry in the autosave to indicate that this happened.

The Acrobat has a red puddle. The black one may have been the Adept and/or Puppeteer, but I'm not sure about that. Buildings are OK as far as I can tell. I'll make notes next time I play.

Changing the discovery chance or monster spawn may only slow down the exploit. With my Taskmaster escort, the more monsters the better -- more slaves, more Spiders, and more EPs. Other civs might not find it so appealing. You might look at increasing the cost of the Prospector to make replacing losses more painful. Or possibly limit the player to one unit at a time instead of four. While you're at it, maybe allow the Prospector to get a few simple promotions. I have one Prospector/Adventurer with 15 EPs and nothing to use them on.

Cheers!
 
I've seen workers with the red/black puddle (I call it a dress :p)
 
^me to. I've also seen mushrooms on mountains thanks to an event, Besides that lovin' the mod!
 
I have uploaded new version of the mod. Unfortunatelly, it is new base version as it contains some fixes that can't be delivered via patch.
More info in the first two posts.

The mushrooms on peaks are unmodded FfH2 issue. Some people like it and I have not yet decided if I want to fix it.
I think I will just accept whatever Kael will do with it.

As for the graphics problem, I can't reproduce it. Can someone post a sreenshot showing it? And while we are at it, savegame wouldn't hurt, too ;)

I hope you like changes in the update :)
 
i've tried to test your mod-mod but when i launch it, no word appear in the main interface, in units and in civ-pedia also.

it' s a truoble that same mods have with italian version of civ, but FFH2 and same other mod-mod work fine. not yours
 
Get the new version (0.11) linked in the first post. It should work for non-english versions too.
You need to do a clean install on FfH.
 
I cheated in one game and looked in the world builder and observed a copper resource near my city :mischief: I resumed playing as normal and had the mushroom event on that tile thereby replacing the copper resource with mushrooms. Just wondering if that is intentional cuz from now on I am going to wonder what resources I am losing to mushrooms :crazyeye:

Playing the latest .11 release (thanks for the quick updates btw, I have almost completely replaced my normal FFH playing with this version :D )
 
in this same game I have experienced a bug where I can't convert to Empyrean which I just founded. I am playing as Kuriotates and am not agnostic or anything. The religion is in both of my cities (I don't have any settlements yet either). I have tried saving and reloading and quiting CIV and reloading but the problem persists.

Screenshot

here's the save if anyone is interested
 

Attachments

  • FFH Orbi Kuriotates.CivBeyondSwordSave
    481.6 KB · Views: 108
I checked your save, but unfortunatelly I have no idea what is the cause of the problem... If anyone have any clues or experienced simillar problem, please let me know. I can't think of anything I changed that could cause such problems. The religions were just put in the new order, nothing else was changed. Cardith has even some positive affinity for Empyrean...

As for the mushrooms, I think I had fixed the event so that it should not spawn mushrooms on top of other resources. I fixed some problems with elephants & prospecting while at that.
As I have not immediate plans to add anything to the changelog, I decided to release it at last. It is linked in the second post.

Thanks for the support :) I tried not to remove anything from the base FfH, just add some stuff and fix things that I do not think work right, so I hope you do not miss anything...
If anyone have any ideas for this mod, i.e. have any ideas for the weaver & banker, or just anything not related, please let me know.
I still seek new things to include here. And it is quite quiet recently...

I have quite important question. Are there people that would be interested in Fall Further version of Orbi? I can't promise anything, but Xienwolf's dll is tempting (I like some options, like broader alignments), so I will probably use FF sdk anyway.
Even if I will make the conversion, do not expect it in the close future. I have a lot of real life work, unfortunatelly... :(
 
More on the graphics glitches. Balseraph Scout had a red puddle, but not until returning from a reload. The Scorched Staff from the event was just a large red puddle, totally obscuring the city.

While I've got you here, my top wish for new feature would be assimilation (as described in Kael's thread).
 
ideas for the Banker unit:
-a inspiration like ability which adds +x commerce and +x great merchant points
-make it able to remove foreign guilds from your citys
-a bribe skill which works like charm(cheap) or domination(expensive)
which costs xxx money
-use it like a balseraph gypsy maybe with a bit higher value

Weaver:
-quality sails: could add a promotion to ships( +mov, and/or withdraw chance)
-exquisite clothing: could add command to disciple units
-maybe you´ll say the weavers are blabbers so you could add a skill which adds unhappiness to a foreign city due to bad rumors

edit: about the graphics glitches: the Amurite Archmage (always) has no graphic neither in game nor in the civpedia (missing graphic?)

scouts (sometimes) so far i noticed it only after any events or after exploring lairs
that they miss their feets but only this unit, not all scouts
but after reloading all seems normal (restart civ, not only load the save)
 
I was just thinking that it would be really cool if normal inflation were eliminated, and inflation was tied entirely to the Stewards of Inequity. I'm not quite sure how to do this, but since there are events that effect inflation I guess this could work mostly though Stewards-related events.

A typical event could allow you to "borrow" a large amount of money, but cause inflation for everyone at the same time. I'm not sure if borrowed money should have to be payed back or not. If so, this would probably be done though another event, which could require paying back more money, "selling off" some of your units/cities/buildings/resources/techs (perhaps going to the barbs or to other civs), or take out another loan requiring you pay back more money in a future event.

Perhaps it could also be tied to the Undercouncil, perhaps even to a new resolution.
 
I am still seeking the source of the graphics bug. I suspect that there is a broken art file somewhere, but so far I could not locate it. It is hard, as it works fine for me. Sometimes I have problems with city art after reload, but nothing that restarting civ do not cure.

I found the amurite archmage bug. I will fix it in the next patch, ut if you want it now, just apply the file below. It brings amurite mages and govannon in line with basic FfH (fortunatelly Kale at last decided to use the nice units seZereth made a long time ago).

@ Rawn
Thanks for the ideas. I currently think of the inspiration thing, also a way to remove stewards from a city for banker. I do not think if removing other guilds from a city is really usefull. But if you think different, let me know.

As for the waevers, I am still looking. Currently I think of letting them to build a permanent building - weaver workshop adding commerce to a city.

Any thoughts on letting Three-field order guildsmen (millers at the moment ;) ) to discover food and plantation resources, just as prospectors discover mine & quarry ones.

Any ideas and opinions welcome. No one has any thoughts?

@ MC
Interesting idea, but there are some problems. First, I do not know how to do it. Second, inflation for everyone is a bit too much for my taste.
I think I prefer what Vehem told of his attempt to get Stewards into the game. Tax-like ability (extract money ;) ) that causes unhappiness.

Have you tried any of the changes I recently implemented? Any thoughts on the fireship? I will probably get rid of it next time I will release save-breaking patch. And what do you think of the current implementation of the Stewards?

@ charleswatkins
I will probably not include assimilation. Unfortunatelly it requires SDK and as I can't edit it right now, it would block me from using Xienwolf's one, which I prefer. I am also not so sure if it is a good thing for balance and flavour for FfH. There are rumours that it can be added by Kael in the 0.33 as an option, but even if not, I do not think that I will get it here.

I am always around - even if I do not post, I check this thread from time to time :crazyeye:
 

Attachments

  • CIV4ArtDefines_Unit.zip
    31.9 KB · Views: 97
thx for the quick fix

i agree with you about the inflation, the impact would be really hard
i prefer to play on huge terra maps and usuallly finish the whole techtree
on marathon speed, before i take aggression by myself
so i usually have 40-60 citys by this time and such an event will surely ruin the empire

about the weavers: i don´t think they shall add a permanent building
they already have the clothhall
i would prefer if they add something if they stay in the city (manage the clothhall for example) which could give a much higher bonus than a everywhere building (i like specializing citys)
but thats my opinion

i didn´t use the Fireship so far (still thinking it should be a abbility not a class by itself) and didn´t see a use for it either, in my last games the Ai didn´t build a significant Navy (and again the only one who had a reasonable seaforce was the Ljolsafar)
for any reason the Lanun Ai can´t manage it to build a Fleet even if they are mainly settling the coast or Islands so far i observed mainly reconline units
mainly rangers and some assassins

about the stewards: i did build the Bazaar but i spread it very late in game
and if you got about 4000gold each turn (50/50 science/tax)
you don´t care about 50 more or less per city
i miss some more uniqueness (events/skills/spells etc.) i´ll think about it

edit:
the millers: surely it´s a good use to make them prospectors for agricultural resources
but also in this case i tend to wish they could have a "inspiration"-like thing which adds some food
to the city (if possible keyed to different techs to make it more usefull on higher tech levels
or keyed to levels like the magic line, Adept=Farmhand,Mage=Miller, Archmage=Agriculturalengineer....maybe a idea for all guildspeople, and some more use for it if you´re not the founder of the guild)
downside: i think this could be go much too complex and i don´t know if there is any chance that the Ai can handle this, not mentioned if it´s evenpossible to create it and if it´s worth the work
 
I just noticed that my Evil leader was not allowed to adopt RoK. In the past, that would have been allowed and would have shifted alignment to Neutral.
 
I just wanted to say thanks for making this modmod. It does like half the things I ever wanted in FFH, and that's a lot XD

Keep up the good work!

edit: Espcially love what you did with priests. Always wanted to do something similar myself but I lack skills for it :(
 
Just stopping back by to show my appreciation once again and give a small update on a few things I've noticed.

I'm not sure if this has the desired effect (my mod skills are non-existent), but I edited the gamespeedinfo.xml barb percent. What I hoped to achieve was to give the AI a little break from the powerful and persistent barbarians (which I really like by the way). I play on epic speed and the AI seemed to have a little trouble expanding early on and a civilization would sometimes get wiped out early from barbarians. After raising the barb percent to 250 for epic, things seem to be going good so far (noble difficulty).

I've also encountered a merchant's war event. It seems to be a chained event. Some of the listings for choices have [happy_icon] or [unhappy_icon]. Honestly not a problem, just thought I'd post it for the sake of thoroughness. The followup event, says "Conflicts between the merchants in %s2_city and your capitol have escalated...". Again, not a real problem at all.

Thanks again, I really appreciate your modmod.
 
Top Bottom