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Ashes of Erebus (RifE's Follow-up) Download and Bug Reports

Is Mokka *not* supposed to gain passive XP? In my current game (playing as the Elohim, with Ethne the White as Leader), I captured Mokka with Corlindale casting Domination. I know Mokka doesn't have the Hero promotion, but I thought that as an Arcane unit he would gain passive XP, but hasn't been. Posting because I don't know if it's a bug or working as intended.

SVN Revision 381.

Active modules are the following: Animal Lairs, Arachnophobia, Black Duke, Chislev Expansion, Churel, City Guards, Coaxoch, Dao, Dural, Dwarves, ElfnDeath, Emergent Leaders, Saila the Everchanging, Flight of Drakes, Frozen, Goblin, GotNBandaid, Important Leaders, Lizard Art Fix, Ljosalfar Expansion, Magister Ashes, MOM Buildings, RifE More Events, More Fortifications, More Goodies, Keepers of Noggormotha, PPQ Effects, PPQ's Unit Models, PPQ's Unit Models - Naval, Scion Healthcare, Sidar Wanes, Watering the Flames, Worker-Rework.
 
So does Hell Terrain now destroy improvements and buildings? If so, it would be helpful to have the Civilopedia explain this. It would be even more helpful to have pop-ups when this happens, e.g., "The spread of hell terrain has destroyed buildings in [City X]" or "The spread of hell terrain has destroyed improvements around [City X]." Its really frustrating to open the city screen for an old and built-up city and discover that buildings you had built long ago are no longer there, for no reason that you've been given, and need to be rebuilt. It's also really frustrating to see improvements disappear, again with no explanation.

Maybe the buildings and improvements are disappearing for some other reason, I don't know. I know in this case it's not because of an Earth Elemental being killed, since the only Earth Elementals killed were several tiles away from the cities in question.

My preference would be for buildings and improvements to not be destroyed without the player receiving a notification that it's happened and an explanation for why it happened. Thanks.
 
So does Hell Terrain now destroy improvements and buildings?
Improvements possibly; I'm not sure the old behavior, but if a forest is removed by hell terrain the sawmill should be also removed right? If it's not something like that though, I'm not sure what you're referring to. Do you have a specific example of an improvement and what tile type it was on that got removed?

As for buildings, I certainly didn't set HT to remove any of that. It could be some other effect; freeing Odio is one I know that will do it, for instance. It's also possibly one of the effects of high AC values?

In general I agree, there should be more notifications for things that happen rather than just quiet python ^^;
 
Improvements possibly; I'm not sure the old behavior, but if a forest is removed by hell terrain the sawmill should be also removed right? If it's not something like that though, I'm not sure what you're referring to. Do you have a specific example of an improvement and what tile type it was on that got removed?

As for buildings, I certainly didn't set HT to remove any of that. It could be some other effect; freeing Odio is one I know that will do it, for instance. It's also possibly one of the effects of high AC values?

In general I agree, there should be more notifications for things that happen rather than just quiet python ^^;


I know when hell terrain changes agricultural resources, like wheat, corn, or rice, you lose the farm and get a snake pillar instead, that's been that way for a long time. In my current game I lost a couple of mines -- the mine was destroyed, but the resource was still there. I thought it might have something to do with the spread of hell terrain to those tiles, but maybe you're right that it was something else.

As for buildings, I did free Odio, so maybe that was it, although one of the cities where I lost buildings wasn't a city that he was near, and it was pretty far from the front lines (I'm in two wars right now), so it shouldn't have been a combat issue, I don't think.

I didn't mean to seem angry in my post, it was just really frustrating going into the city screen for one of my oldest cities and seeing maybe a dozen buildings that I had to rebuild, with no explanation about what had happened. Maybe if there had been some notification that buildings had been destroyed, I could have tried to guess what happened -- at least I'd have more to report, "buildings in [City Name] were destroyed when X happened." It also makes sense in-game, I think: if buildings are destroyed people are going to notice and report it.

Anyway, thanks for the quick response.
 
Just another reminder that for the next revision to please give Evil leaders a way to detect invisible units. I think the easiest would be to allow them to build the Light of Lugus, but if you guys have an alternative that's perfectly fine, of course. Thanks.
 
One other thing on Hell Terrain. Is the spawning of demons / demonic units on Hell Terrain something new? I don't really remember it happening before, except when some plots got hellfire (i think that's what it was called). I'm talking about demons spawning on Hell Terrain in a player's territory. I'm not sure it's entirely necessary; Hell Terrain already destroys health resources (corn, rice, wheat) as well as forests, doesn't carry irrigation, so I don't know if there's a need to make it even worse.
 
Just another reminder that for the next revision to please give Evil leaders a way to detect invisible units. I think the easiest would be to allow them to build the Light of Lugus, but if you guys have an alternative that's perfectly fine, of course. Thanks.

Sorry to be quoting myself and for making consecutive posts.

One other thing with Light of Lugus is that Agnostic leaders (and civs) can't research Honor, so can't complete Light of Lugus. It might make sense to move Light of Lugus to Way of the Wise instead. And maybe move Chosen of Esus from Deception to Way of the Wicked?
 

Another CIV ranking, this time Doviello.

Rankings explained​


RankingDescription
+/-Above or below the given rating, but not enough to change it
SSBroken and way above the power curve
SAbove the power curve
AOn top of the power curve
BAverage
CBelow average
DWell below average
FUnusable

Civilization: Doviello

Known bugs: None

Introduction:
Doviello are one of the old vanilla civs of FFH2, as they have been strong there, not much got added later. Mahala was added and as she has the strong Trader trait she ´s probably best pick. They got the feral promotion that leads to peace with cernunnos at a price of -20% birth rate, that hurts people who like to have much great persons, as the Doviello are wild and more bound to nature it ´s fitting theme vise, but it also slows them to get the strong elder-great prophet combo early on what is important for science and economy for building the holy religion building, so pacifism might be a good choice as civic to draw this. Cities have chance to spawn animals (around 4% changing) that are mostly weak wolves. Their recons have also the strong charm animal ability when reaching level 5 (can be resisted).

Overall their units are strong and balanced, to mention are their bear riders that replace horse archers and got 8 str, combined with war elephants that have the same +2 movement you can build up a strong Rider stack for conquering. They got 2 heroes, one in the beginning (lucian) with Str. 4 and one in late game (war machine) their sligtly stronger warriors combined with Lucian give them an advantage for early city rushes. Religionwise Fellowship of the leaves (Fowl) is the obvious pick option as it improves spawnrate of animals in your cities, also civic council of the wilds brings +20% great General birthrate and even more spawnrate for animals. You also want strong recons level 5 as fast as possible so Fowl is on your tech tree anyway.

Strength and weak points:
Doviello are good starters with their early access for Lucian and animals, so they want a good start as other civs, as the science buildings are blocked and other civs might outscience them later. Not having to fight animals is nice, but you also lose the experience of this fights, also note spiders still keep hostile. with the more wild animal spawn in general now, it ´s easy to collect a huge amount of animals so the own spawnrate in cities for mainly weak animals got a bit useless. The animal thing is a strenght but also Doviellos great weakness, the recon ability has an advantage as the charmed animals don ´t get the additional city raid/defend malus when captured, but you also lose the ability to teleport them with "hunters price" directly to your capital, that means if you want the captured animals, elephants for example to build their special building you need to let them run, that takes some time, and is expensive as these units cost full maintenance per round as being outside your borders. That being said, the doviello animals are in general the same, just missing the hunters price malus. The strong wonder Great menagerie is blocked and replaced by bio Reserve that gives Groves instead of Carnivals what makes sense as the animals are free but need Feral Bond tech what is no early tech so other civs (that can also send animals per teleport to their capital) might build it before you. Also to mention animals can build additional buildings in your city to give the units built there an animal kind promotion, that ´s a nice gimmick.


Religion:
As seen above, Fowl is probably the best pick, Esus might work later too for more unit promotions.

Conclusion:
Doviello are an interesting civ with much potential, they have animals, are nature bound, drilled for wars so a bit different then elves that tend to go the harmony way. They are capable of doing wars with strong units and use animals as support, due current mechanic the animal thing could use some love (see ideas for improvement). I did not make a long turn play, as I was annoyed that the animals could not port and are so expensive, it feels wrong the civ that has animals as their theme feels punished by using them. Some of my feedback is related to the civpedia that might not be up to date in all points.

Ranking:
I give the Doviello a C+ , not because the Doviello are bad at all, but their synergies don ´t get much out of it right now. Other civs are stronger and have access to animals too, even though they have the city defence and attack malus out of hunters price, but normally you don ´t use animals for raiding cities though except elephant/mammoth riders and these have for all civs the same basic stats without the hunters price tag. Normally you use animals for their buildings to boost your cities, Doviello need to send them to cities the regular way, that is a big downer, also the strong recons missing exp from the fights and need to farm their experience elsewhere. So playing the Doviello feels a bit twisted right now with their animal mechanic, in my opinion the disadvantages they got are higher then their benefits.

Ideas for Improvement:
- Bio Reserve:
1). Great Menagerie should be kept blocked, but Bio Reserve could be a seperated Doviello only Wonder, not a replacement as they have later access to it
2). Could increase animal spawnrate and/or let only advanced animals spawn (see point Animals)

- Council of the wilds:
1). A nice idea, but compared to the other councils it is weak and missing content. When you got it you have already hunters that are able to capture the animals you need, the +20% Great General is nice, but maybe the great generals should be units for fighting to, like the Chislev warchiefs, so Great General could be a new unit Packleader or so that can only leed animal units but give some special promotions to animals.
2). The wild council could also offer elections for improvements, or give automatic benefits by turn, for example Turn 50: Cernunnos grants a blessing, your animals now use their awakening promotions etc. Turn 100: Your animals learn to growth and turn in their stronger Version for example Bear -> Bear group, Turn 150: Cernunnos sends free animal units to crush your enemies. Maybe an option that cernunnos declares war to bhaal and or Agares, could also be a worldspell replacement
3). Also some of the civs that are animal related could also have access to this council to fill it with more live, arachnos, Hamstalfar...

- Animals:
1). Charmed animals could have something like Hunter price, maybe call it "return to the pack" and give it a 5 rounds timer after that they occur in your capital
2). It would be nice that when an animal is born in your city you could select the animal type yourself, these Str.2 wolves are kinda useless
3). Doviello animals could get/keep their awakening promotions for the player (dunno if implemented)
4). Animals could cost no or less maintenance per turn as they are in the nature, they know as free animals how to survive and don ´t need money for payment or any goods like regular units
5). Animals could grow in their stronger version after they reached some Age (maybe already implemented) or could be promoted/trained into it after they reached an age or level (age would make more sense as the unit pack numbers grow over time)

Units:
-Packleader (great Commander replacement) see Council of the Wilds 1).

 
The DeathMark spell and promotion seem to have some issues. Playing as the Amurites, with Naxus (Necromancer Emergent Trait) as Leader. I leveled up Naxus to Necromancer Level 3, unlocking the DeathMark spell. I had some non-Arcane units built in cities with the School of Govannon start with the Undeath III spells, Summon Wraith, Lichdom, and DeathMark. When they cast DeathMark, though, no nearby killed enemy units were raised as friendly Undead.

I saw the Civilopedia says that the DeathMark promotion is available only to Arcane units. I leveled up some Arcane units to Undeath III and had them cast DeathMark. They received the DeathMark promotion, but again, nearby killed enemy units were not raised as friendly Undead.

First, I would request that the DeathMark promotion be fixed to work as designed.

Also, I don't think the DeathMark promotion should be limited to Arcane units, when other spells that offer promotions aren't limited in this way for the Amurites.

There are two Civilopedia entries for DeathMark under Promotions. One says that the promotion lasts 3 turns, the other says it lasts 6 turns and the unit can't cast spells. Also, the Civilopedia entry for the DeathMark spell has two sentences that both say that it grants the DeathMark promotion, and both link to the same entry, the 3-turn one. Looks like something needs to be fixed.

On another note, the Strategy section of the Civilopedia entry for the Amurites mentions Kahd as an Emergent Leader. Should be Detlesias.

SVN Revision 381.

Active modules are the following: Animal Lairs, Arachnophobia, Black Duke, Chislev Expansion, Churel, City Guards, Coaxoch, Dao, Dural, Dwarves, ElfnDeath, Emergent Leaders, Everchanging, Flight of Drakes, Frozen, Goblin, GotNBandaid, Important Leaders, Lizard Art Fix, Ljosalfar Expansion, Magister Ashes, MOM Buildings, More Events, More Fortifications, More Goodies, Noggormotha, PPQ Effects, PPQ Flavor, PPQ Navy, Scion Healthcare, Sidar Wanes, Watering the Flames, Worker-Rework.
 
The DeathMark spell and promotion seem to have some issues. Playing as the Amurites, with Naxus (Necromancer Emergent Trait) as Leader. I leveled up Naxus to Necromancer Level 3, unlocking the DeathMark spell. I had some non-Arcane units built in cities with the School of Govannon start with the Undeath III spells, Summon Wraith, Lichdom, and DeathMark. When they cast DeathMark, though, no nearby killed enemy units were raised as friendly Undead.

I saw the Civilopedia says that the DeathMark promotion is available only to Arcane units. I leveled up some Arcane units to Undeath III and had them cast DeathMark. They received the DeathMark promotion, but again, nearby killed enemy units were not raised as friendly Undead.

First, I would request that the DeathMark promotion be fixed to work as designed.

Also, I don't think the DeathMark promotion should be limited to Arcane units, when other spells that offer promotions aren't limited in this way for the Amurites.

There are two Civilopedia entries for DeathMark under Promotions. One says that the promotion lasts 3 turns, the other says it lasts 6 turns and the unit can't cast spells. Also, the Civilopedia entry for the DeathMark spell has two sentences that both say that it grants the DeathMark promotion, and both link to the same entry, the 3-turn one. Looks like something needs to be fixed.

On another note, the Strategy section of the Civilopedia entry for the Amurites mentions Kahd as an Emergent Leader. Should be Detlesias.

SVN Revision 381.

Active modules are the following: Animal Lairs, Arachnophobia, Black Duke, Chislev Expansion, Churel, City Guards, Coaxoch, Dao, Dural, Dwarves, ElfnDeath, Emergent Leaders, Everchanging, Flight of Drakes, Frozen, Goblin, GotNBandaid, Important Leaders, Lizard Art Fix, Ljosalfar Expansion, Magister Ashes, MOM Buildings, More Events, More Fortifications, More Goodies, Noggormotha, PPQ Effects, PPQ Flavor, PPQ Navy, Scion Healthcare, Sidar Wanes, Watering the Flames, Worker-Rework.
yeah, i think the spell is using one of the mechanics i haven't reintegrated from the crashy version (the aura system which allows a unit to propagate promotions to nearby units. ) i'm probably keeping it like this for now, and i'll clean it up when i reintegrate the system ( not for the next revision, but probably before the end of the magic rework)

noted for Deltesias, but i would also consider kahd emergent, though with a twist
 
yeah, i think the spell is using one of the mechanics i haven't reintegrated from the crashy version (the aura system which allows a unit to propagate promotions to nearby units. ) i'm probably keeping it like this for now, and i'll clean it up when i reintegrate the system ( not for the next revision, but probably before the end of the magic rework)

noted for Deltesias, but i would also consider kahd emergent, though with a twist

Too bad about the auras, I was looking forward to having a bunch of new undead units.

I hadn't noticed that Kahd is classified as an Emergent Leader. I just saw that he starts with multiple Traits, but took another look at the Civilopedia and there it is, Emergent Leader. My mistake.
 
Getting an apparent repeatable CtD when I hit "Enter."

SVN Revision 381.

Active modules are the following: Animal Lairs, Arachnophobia, Black Duke, Chislev Expansion, Churel, City Guards, Coaxoch, Dao, Dural, Dwarves, ElfnDeath, Emergent Leaders, Everchanging, Flight of Drakes, Frozen, Goblin, GotNBandaid, Important Leaders, Lizard Art Fix, Ljosalfar Expansion, Magister Ashes, MOM Buildings, More Events, More Fortifications, More Goodies, Noggormotha, PPQ Effects, PPQ Flavor, PPQ Navy, Scion Healthcare, Sidar Wanes, Watering the Flames, Worker-Rework.
 

Attachments

Getting another repeatable CtD when I hit "Enter."

SVN Revision 381.

Active modules are the following: Animal Lairs, Arachnophobia, Black Duke, Chislev Expansion, Churel, City Guards, Coaxoch, Dao, Dural, Dwarves, ElfnDeath, Emergent Leaders, Everchanging, Flight of Drakes, Frozen, Goblin, GotNBandaid, Important Leaders, Lizard Art Fix, Ljosalfar Expansion, Magister Ashes, MOM Buildings, More Events, More Fortifications, More Goodies, Noggormotha, PPQ Effects, PPQ Flavor, PPQ Navy, Scion Healthcare, Sidar Wanes, Watering the Flames, Worker-Rework.
 

Attachments

Python exception, screenshot attached.

SVN Revision 381.

Active modules are the following: Animal Lairs, Arachnophobia, Black Duke, Chislev Expansion, Churel, City Guards, Coaxoch, Dao, Dural, Dwarves, ElfnDeath, Emergent Leaders, Everchanging, Flight of Drakes, Frozen, Goblin, GotNBandaid, Important Leaders, Lizard Art Fix, Ljosalfar Expansion, Magister Ashes, MOM Buildings, More Events, More Fortifications, More Goodies, Noggormotha, PPQ Effects, PPQ Flavor, PPQ Navy, Scion Healthcare, Sidar Wanes, Watering the Flames, Worker-Rework.


Screenshot (39).png
 
So am I right in thinking that Break the Nether Blade isn't working the way it's supposed to? In my current game I built Duin, who killed Rathus Denmora but was in turn killed by the Nether Blade. Another of my units picked up the Nether Blade and cast Break the Nether Blade, but I didn't see any way to resurrect Duin.

If it matters, I'm playing as the Khazad, with the Dwarves module enabled, so no arcane units for me.

SVN Revision 381.

Active modules are the following: Animal Lairs, Arachnophobia, Black Duke, Chislev Expansion, Churel, City Guards, Coaxoch, Dao, Dural, Dwarves, ElfnDeath, Emergent Leaders, Everchanging, Flight of Drakes, Frozen, Goblin, GotNBandaid, Important Leaders, Lizard Art Fix, Ljosalfar Expansion, Magister Ashes, MOM Buildings, More Events, More Fortifications, More Goodies, Noggormotha, PPQ Effects, PPQ Flavor, PPQ Navy, Scion Healthcare, Sidar Wanes, Watering the Flames, Worker-Rework.
 
Quick question, is it no longer possible to have a commander start building a fortification and then settle on top of it, to get a fort commander to protect your city?
 

Another CIV ranking: Cualli

Rankings explained​


RankingDescription
+/-Above or below the given rating, but not enough to change it
SSBroken and way above the power curve
SAbove the power curve
AOn top of the power curve
BAverage
CBelow average
DWell below average
FUnusable

Civilization: Cualli

Known bugs: None

Introduction:
Cualli Lizards are the evil brothers and sisters in law to the Mazatl, they are followers of Aeron and have the unique civ blood and sacrifice from the beginning that is kinda the same as slavery, but missing the +1p from Quarry & Stone and the +1G from plantations. Like Mazatl they make use of their swamps but their workers have a malus in building stuff because of their strong sacrifice mechanic. Also they can ´t adept a state religion as they follow Aeron.
As unique mechanic they got their blood sacrifices laters were their priests sacrifice other priests or slaves to get some unique promotions. I played ca. 300 turns on greatest map with Sauros as leader, that looked the strongest for me, as he could also make use of clan of ember units and buildings. They have access to shadows a bit earlier that are replaced by special units called shadowpriests and their hero is a shadowpriest too, not so bad, as they are rogues and priest class and can be promoted of lvl. 6 priests or assasins, they also have access to prmotions of bots, as assasins/thiefs are a bit easier to level it might make sense to promote them of rogues and give them some priest promotions later.
Strength and weak points:
Weakness: No Religion see below, their Aeron worshipper role seems to be under development, blood and sacrices feels a bit like missing some gimmicks, it ´s just a weaker copy of slavery so it will be switched later to basic slavery or another stronger Civic.
Strength: Early on slavery (blood and sacrifices) and swamps giving them a solid base and a good start, the KI also getting along with them and building up stack of hunters
Their blessings are nice for the shadow priests but normally it only makes sense give blessings to them, their basic priests are mainly to weak, but when you play with Sauros you could use them to make the bhaal priests a bit stronger, their fireballs are decent for getting bhaal ships killed, just park a fireball in water and when pirates destroy it send them to hell with a rain of fireballs.

Religion:
Having no religion options is a big downer, it possible to found a religion like empyrean and rok if you are lucky and find a priest like I did with empyrean but you can ´t get the tech for it to build the the temples and priests but the religious wonder of it. I don ´t like playing civs that can ´t found religions, you missing the wonders, effects like the esus shroud, additional mana, the +1G per city with state religion, benefit of temples and special units. In my opinion Civs that can ´t found a religion should have their own pantheon, belief cult like Aerons blood cult for example, or Rites of Dagda for Grigori, way of Elements for Dao etc. so they might have access to some temples and the +1g and maybe an own cvilization wonder but can ´t spread their belief to cities of other civs and maybe getting a diplomatic bonus as the beliefs make it complicated to be understood.

Conclusion:
As said before, they are making too less out of their background, the priests are kinda weak, a spell to make units in stack stronger but giving them 5% chance to get barbarian units, no thanks I pass. It ´s getting better when you get the shadow priests but this is kinda late in game. I wasn ´t able to get the blood blessing mechanic correctly, when you sacrifice for example a lvl. 7 priest, another priest will get level 7 blessings (the stats can be seen unter promotions in pedia), is he also getting the level 1, 2,3 etc. blessings before level 7 too? You can only give one time blessing to a priest, so if he got lvl. 7 promotion, you can ´t increase it to level 10 for example with further sacrifices, the units are sacrificed but nothing happens out of it. Also only 2 blood blessings will be shown in the unit overview, it would be better if the blessing would only be shown as single blessing with a number of the level on it, so you can see the exact level of it and knows which stats you got out of it, pedia could also have an entry about the unique Cualli mechanic.

Ideas for Improvement:
- Sacrifices could bring some special boons with chance, like maybe artifacts,- Aerons blade of hatred for example, or free units,- blood golems etc. to make them roleplay wise more interesting.
- There could also be a sacrifice counter for a special reward. Giving them something like a civ5 pantheon, forestep of a religion due to their aeron blood cult.
- Maybe stronger basic priests, I would gladly trade their spell for +1 Strength instead.
- Maybe some extra units with background to Aeron, it seems like a onesided releationship actual, Aeron is probably not a carebear god, but stronger lizards make more sacrifices is something he should recognize.

Ranking: C+
They did better as I expected but they are still below most civs that have access to religions. I would always go with the Mazatl or their cousins the Bezeri, when playing a map with some water. Mazatl have dragonkind wyverns with hero unit out of it, wyverns are weak dragonkind, but dragons are dragons, faster workers, access to state religion, more mana with founded religions, they only miss the early slavery but they can get RoK Religion instead that is good enough to counter it.
Cualli are for me best of the rest above Koun, Dural, Dao but behind Grigori that have stronger units, buildings, more great persons and better economy, training missions. That being said with the swamp and slavery mechanic you can make something out of it, it´s just not a fitting civ for my gameplay and the slavery effect is getting less useful, the longer you play and when other civs get slavery too. They could use a small revamp I think, at the moment they get more of their swamps and slavery instead of just being cualli lizards, playing them feels a bit boring, but their shadow priests are great.

 
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