[B]NOTE:[/B] Make sure that you are running 0.4.2 before posting!
Difficulty:
Civilization:
Number of players:
MapScript:
Map size:
Raging barbarians: (Y/N)
Wildlands: (Y/N)
Spawning rate: (Perfect, too frequent, too low and so on)
Barbarian unit strength: (Challenging but good, weak, too stong...)
Other comments:
Hi Terkhen,
Thank you for all your hard work. I played a game:
Though I forgot to mention that EitB has two units for Mistforms - one that spawns for barbs and one that serves as the Shadow III summon.
it's either extramod or Tholal's mod, so I posted it here....
Bug report: I can't seem to cast spells that add buffs to stacks. Am i doing something wrong? As you can see they are greyed out. I could, however, cast a spell while on board a caravel. Did you add some sort of new stack management in this mod?
http://i.imgur.com/hoYsPLK.jpg
ExtraModMod does not include any new stack management mechanics. In that screenshot, all disabled spells have a reason to be disabled:
- Fair Winds (Air I) can only be cast on water tiles.
- Poisoned Blade (Nature II) only affects recon units, and there are no recon units in the stack.
- Treetop Tactics (Nature I) requires a forest or ancient forest in the tile. There is only a new forest in that tile.
diqbudt: If this is happening for you in other spells too, please tell me which ones, tell me the version that you are using and, if possible, send me the savegame. Thank you!
This report made me wonder if spells like Poisoned Blade should give feedback about why they cannot be cast when the promotion cannot be applied to any units in the stack.
This is probably caused by the condition that lairs with guardians (i.e. all lairs that spawn units) can't spawn near starting points, and that minimum distance isn't well suited for smaller maps. I added an issue (4 lairs are above average, though).Now the bad stuff: Barbarians! The good thing is that lairs are at least possible. I made several test runs and the chance was about 0-1 lairs per map with small lakes map type and quick tech on monarch. I could easily get 4 lairs in 3.1.
Do you have a PythonDbg.log for that game?So naturally, no barbarians in early game. Instead, they turned from an early game threat to a real late game annoyance. The one lizard lair we got survived very long and when I tried to get rid of if I had to click about 10 - 20 times explore lair to make it vanish.
This is standard FfH behavior. The only difference is that barbarians now get techs earlier. I'm unsure whether to change anything, as making them defend always with archers whould be inappropriate in my opinion.Furthermore, barbarian towns were almost as annoying since they started to protected their towns with longbow men. I have no problem if they have strong offensive troops like ogres, but protecting their towns with ultra-elite defensive troops isn't particularly funny. I shouldn't need a Paladin just to get rid of a barbarian town.
if eTeam.isHasTech(gc.getInfoTypeForString('TECH_BOWYERS')) or CyGame().getStartEra() > gc.getInfoTypeForString('ERA_CLASSICAL'):
iUnit = gc.getInfoTypeForString('UNIT_LONGBOWMAN')
As mentioned above, a "No Wilderness" option will be available in future versions, but it won't address any problems you mentioned (the first two are probably bugs and will be fixed in future versions anyway).Anyway, is it possible to make the barbs plus extension optional again? Since IMHO, it isn't working very good at the moment and one of the main reasons I always liked this mod is that it didn't break stuff.
Yes, that sounds like a very likely reason for that problem. I don't think this is a good change anyway since it removes depth from the game. Lairs act like an 'anti-resource', the opposite of dye, gold, etc. They have to be considered for the strategic placement of a city. There's a reason why the starting setter in FFH2 has the speed of a sports car. It's not unlikely that I leave the starting spot completely and change to a different position. Sometimes I even use lairs as 'training centers' to get experience for my troops. And this is also more difficult now since they are so far away. I prefer lairs over random spawning troops since I have more control over them.This is probably caused by the condition that lairs with guardians (i.e. all lairs that spawn units) can't spawn near starting points, and that minimum distance isn't well suited for smaller maps. I added an issue (4 lairs are above average, though).
If you want to try it yourself, change LAIR_GUARDIAN_STARTING_PLOT_MIN_DISTANCE in GlobalDefinesAlt.xml to 0.
Sorry, I didn't have any logging active.Do you have a PythonDbg.log for that game?
Sorry, I don't know the changes in detail. I was just writing down what was bothering me. But why can't they defend with just more or more experienced archers instead? Better give them horsemen or other better attack troops. They are supposed to be a barbarian 'horde' and not defensive elite troops from the British war academy. They were still attacking with axe men but already had a longbow men for defense. Their tech focus should be offense not defense. They should get longbow men much later.This is standard FfH behavior. The only difference is that barbarians now get techs earlier. I'm unsure whether to change anything, as making them defend always with archers whould be inappropriate in my opinion.
Sure, testing with all settings is difficult. Still, the lair problem on small maps could have been tested in 5 - 10 minutes. Anyway, if you focus your changes on your own play style it would be better to make it optional. Barbarians weren't broken before, so some slight changes like keeping Asheron from spawning too close would have been enough IMHO. Especially since the player base isn't that big anymore I'd really like to avoid to go through an experimental phase again since 3.1 was already rock solid. Don't change what's not broken.The general problem is the high amount of customization possible for civilization games. I don't like small maps. Neither do I play lategame very often, as my computer doesn't handle it very well. Same for difficulties above Prince. I don't have the time to test all combinations of settings, and some are simply not possible, as I probably wouldn't even reach lategame at Deity.
Consequently, bugs and poor balance are to be expected whenever a new feature is added, even after it is released, and those won't be fixed unless someone plays a game with specific settings and gives feedback (as you just did, and thank you very much for that!). As the playerbase of FfH is very small, all that takes longer. And all I can do (besides trying not to write buggy code) is giving you an instruction or patch to fix something or tell you to wait for the next version.
Long story short: the temporary loss of stability is the price for new features, and unfortunately barbsplus is a pretty complex feature.
Good point.There's a reason why the starting setter in FFH2 has the speed of a sports car. It's not unlikely that I leave the starting spot completely and change to a different position. Sometimes I even use lairs as 'training centers' to get experience for my troops.
I don't think so. In my opinion barbarian cities should not just be "free to conquer", and just letting them make offensive units negates the point of having cities in the first place (the units could be spawned from lairs or randomly).Sorry, I don't know the changes in detail. I was just writing down what was bothering me. But why can't they defend with just more or more experienced archers instead? Better give them horsemen or other better attack troops. They are supposed to be a barbarian 'horde' and not defensive elite troops from the British war academy. They were still attacking with axe men but already had a longbow men for defense. Their tech focus should be offense not defense. They should get longbow men much later.
I test all options that I think could be affected by a change. I admit it was shortsighted not to consider small maps, but if I had considered them, I actually would have anticipated the problem anyway. My point was that the only way to prevent such oversights is to test every setting.Sure, testing with all settings is difficult. Still, the lair problem on small maps could have been tested in 5 - 10 minutes.
I don't mean to focus on my own play style, but as I tried to explain, this is what comes out if the testing personnel is limited.Anyway, if you focus your changes on your own play style it would be better to make it optional.
Terkhen tried to provide a more stable alternative to future versions by supporting 0.4 longer by providing bugixes. If there is something specific why you don't use 3.1, you could ask him to create a branch and providing the necessary fixes (I'd help with that).Barbarians weren't broken before, so some slight changes like keeping Asheron from spawning too close would have been enough IMHO. Especially since the player base isn't that big anymore I'd really like to avoid to go through an experimental phase again since 3.1 was already rock solid.
I can agree with "don't fix what's not broken", but your statement would forbid adding any new features.Don't change what's not broken.
So if a barbarian city doesn't have one of the most brutal defense troops that exists in FFH2 it is considered "free to conquer"?! Did you ever try to conquer a city protected by 5 - 10 or even more archers?! Even those can turn into demi gods pretty fast if you don't beat them all immediately. And if even one long bow men gets decent experience, he can wipe out whole armies of high end troops on his own. There's still an area between easy to conquer and almost unbeatable. Not even my own cities are usually protected with long bow men, because it is just not necessary. Civ favors defense like no other game. You should keep in mind that with the improved AI's you simply can't afford to sacrifice half of your army just for a barbarian city. Not everyone plays lower difficulty levels where the opposing AI's are just a nice distraction. In the last game we even had to reload because one of us got wiped out by one of the AI's. The next try worked, but it was pretty close.I don't think so. In my opinion barbarian cities should not just be "free to conquer", and just letting them make offensive units negates the point of having cities in the first place (the units could be spawned from lairs or randomly).
Yes sorry, "don't fix what's not broken" was what I wanted to say.I can agree with "don't fix what's not broken", but your statement would forbid adding any new features.
Extramodmod, unlike MNAI, is aimed at not just fixing bugs.
Yes, that's indeed correct. I usually don't explore lairs anymore in early game for that reason. But I'm not convinced that it's much better now. If I click 10 - 20 times explore lair and I always get a new bunch of enemy troops that's still too much.Besides, there were some parts of the vanilla barbarian mechanics that I'd call indeed broken. For example, the lair exploration was almost completely random. Occasionally there would spawn something really nasty and wipe out an entire continent. With the better AI in MNAI, that problem was even worse, as the spawned eidolon could now cross the ocean with galleys and really wipe out the whole world.
So if a barbarian city doesn't have one of the most brutal defense troops that exists in FFH2 it is considered "free to conquer"?! Did you ever try to conquer a city protected by 5 - 10 or even more archers?! Even those can turn into demi gods pretty fast if you don't beat them all immediately. And if even one long bow men gets decent experience, he can wipe out whole armies of high end troops on his own. There's still an area between easy to conquer and almost unbeatable. Not even my own cities are usually protected with long bow men, because it is just not necessary. Civ favors defense like no other game. You should keep in mind that with the improved AI's you simply can't afford to sacrifice half of your army just for a barbarian city. Not everyone plays lower difficulty levels where the opposing AI's are just a nice distraction. In the last game we even had to reload because one of us got wiped out by one of the AI's. The next try worked, but it was pretty close.
And I guess we can agree to disagree on your opinion that you want barbarian towns to be impregnable fortresses.
It isn't better now, as it's buggy. But, as I said, it will be better eventually.Yes, that's indeed correct. I usually don't explore lairs anymore in early game for that reason. But I'm not convinced that it's much better now.
Yes, it is to much, and it's either really bad luck or a bug. I'll try to reproduce and fix it.If I click 10 - 20 times explore lair and I always get a new bunch of enemy troops that's still too much.
I've now tested the new version a few days ago. Overall, the AI itself felt a lot better in the mid and late game. They were trying to get advanced unit types much better than before and they were pretty much outgrowing us. The weaker AI's were also surrendering to the power houses if they were close to be wiped out which was also nice. Not sure how many of those changes are specific to 4.2 though, since we played mostly 3.1.
The not so good thing was that we got a OOS once. We didn't get any in 3.1, but it's also possible that it was in before and the AI was just not building advanced unit/tech x that causes it. But since it happened only once in a rather long game, we can live with that I think.
Since IMHO, it isn't working very good at the moment and one of the main reasons I always liked this mod is that it didn't break stuff.
Still, the lair problem on small maps could have been tested in 5 - 10 minutes. Anyway, if you focus your changes on your own play style it would be better to make it optional.
Don't change what's not broken.
I think the main reason for this change was that lairs have guardians by default, and thus you can't just clear or squat them like in vanilla FfH. Especially starting near ruins and not being fast enough was a huge disadvantage.
But considering that lizardmen are nerfed in barbsplus anyway (they get -1 strength in early game), the change is probably obsolete. Other opinions?
Terkhen tried to provide a more stable alternative to future versions by supporting 0.4 longer by providing bugixes. If there is something specific why you don't use 3.1, you could ask him to create a branch and providing the necessary fixes (I'd help with that).
The old implementation of spawning barbarians in FfH was firstly unstable in a similar way (basically there were special cases and setttings where something unexpected could happen) and secondly not suited well for the changes I was planning, so I decided to rewrite it. The result will be eventually more stable and customizable (or at least I hope so!).
So if a barbarian city doesn't have one of the most brutal defense troops that exists in FFH2 it is considered "free to conquer"?! Did you ever try to conquer a city protected by 5 - 10 or even more archers?!
If that's the case then it could be a side effect of the better AI research since one of the AI's had longbow men. And those were just brutal. The only unit that could really deal with them was a strength 10 hero with +180% strength against archers backed up by catapults. Even my best strength 7 crusaders with +80% strength were just clowns if confronted with a heavily fortified longbow. When I got Paladins it got better, but those weren't easy to get. Fortunately the barbarian had just one longbow men.Barbarians don't get Longbows before anybody else does.
Besides, did you get more than 2 archers or longbows in a barbarian city?
My intuitive guess would be the end game tech Divine Essence. If anyone reached that then longbows are definitely justified. Before that, just give them 'more' or 'more experienced' archers. I'm fine with the current offensive troops like ogres & co. though.Anyway, do you have a specific suggestion when barbarians should get what and how many units?
It isn't better now, as it's buggy. But, as I said, it will be better eventually.
No problem, those issues could have been in before. I just checked the barbarian behavior more closely than usual and our game was also longer than usual.Yes, it is to much, and it's either really bad luck or a bug. I'll try to reproduce and fix it.
Nope! It was at least 4.0.As you now mention that until recently you were using 0.3.1, I am guessing that previous post was about 0.3.1 even when that version was already one year old back then, and it may be possible that we have been getting other barbarian feedback from versions without BarbsPlus and making wrong assumptions.
Not everyone can get fireballs or catapults (like elves) and weak units often just make the defenders stronger.I just use catapults, fireballs or just suicide weaker troops in that case, until my good units can take the remainding defenders and get a lot of XP. I don't believe this is caused by changes in ExtraModMod as I have seen barbarian cities protected with a lot of archery units even in my first games with vanilla FFH2.
My intuitive guess would be the end game tech Divine Essence.
Civ favors defense like no other game.