Blaze's FfH MaxMod

I don't understand the whole promotion thing you are working on at the moment, but just looking at it, you are adding fire mana to RoK or something. I think earth mana would fit better thematically :)

Of course, since I don't know what I'm talking about I am probably WAY off!
 
Well, here is the thing... I pulled the idea from a discussion around here that Priests tended to be a bit underpowered in the mid-late game(stemming from Ring of Fire being too powerful).
I rolled the idea around in my head for a while and decided that the best was to do it was to add an "optional" Str bonus ot the priests. But I felt like they had to be worked for a bit, so I chose Mana Bonuses, and chose ones that didn't automatically relate to the Religion, but were still somewhat thematic
So I came up with those charts...
So, since Tablets of Bambur(sp?) grants +1 Earth Mana already(and Khazad being the most likely to rush Runes already having Enchantment Mana in thier Palace), I chose Fire(I know its already a little "overused", but) because the forges need Fire!(see, a thematic tie.. of sorts).
Anyway, I did a quick comparison on all the Religions trying to get the same sort of prereqs established, and chose a Bonus Mana to more or less fit.
So, I'm not actually adding mana, I am requiring that mana to be available to the civ with that religion in order for thier disciples to gain thier special damage.

Was that too rambling, or did that makes sense?

Cheers!
 
Ahh I think I get it now ;)

If you have that type of mana, you get a bonus! Would be silly to make it a mana type you will probably have!
 
As far as the boat... I don't know for sure. It was one of the units I drew from SureShot. I don't see anything special about it, other than its a national unit. Any boat should be able to put out fishing nets on any coast tile now, with a chance to discover bonuses. Should be... I wonder if it was originally added to provide the Lanun sea cottages... maybe I am just missing something and SS will call me on it.

not sure which version of stuff you grabbed, but currently Fishing Boats only find normal fishing boat resources, and Whaling Boats can find whales.
 
Nope, you're right on SureShot, sorry if my statement didn't make that clear.
The question was regarding a UNITCLASS_WORKBOAT2. I couldn't find anything special about it, other than it was considered a National unit in UnitClassInfos.
I pulled your files from the Last revision before you started your Fire revisions, so I guess that would have been the Complete Modmod 1.46J.

Cheers!

:: Gotcha. Thanks for the info on that... kind of what I thought.
 
Hello all, Just wanted to give a quick update.
It looks like Golo'Waya isolated the bug with conquest victories after 10 turns, and KAel finally got the patch D source code up... so I should be able to get that all set up and included relatively soon.
Also going to be adding some more text( I just recently noticed that Eternal Flame STRATEGY was wrong and the new wonders were linked to it) keys.
I'm also considering adding the Improvements outside Borders modcomp. I know that Forts for instance are generally underused, but I always thought that it might be handy to be able to build them out in the "wilderness" to defend some point etc... Any opinions about the usefullness of that feature?

Alright, I'm off, have a good holiday!

Cheers!
 
Yeah, thats my thought as well. I think I will incorporate it, since Kael released the latest source, and hopefully when someone figures out how to place limited culture patches, it can only get more useful.

Cheers!
 
I probably don't have the most current version, but civ specific heroes don't seem civ specific anymore.
 
Yea, I noticed that aswell. The Calabim were attacking me with Wilboman.
Edit: Just downloaded the newest patch. It installs to <Civ4>\Mods\Falls from Heaven 2 021 instead of Fall from Heaven 2 021. Minor thing, but may cause confusion
Edit2: Just booted the game, and during the initial loading time it reported an error about Work_BOAT2 unit false or something.
 
Okay, confirmed error with Wilboman... also the Svart can evidentally build the War MAchine! haven't checked other cis yet, but I did notice that the Svart can't build Wilboman, and neither can the Hippus. I checked the CivInfo file and confirmed the UnitClass and Unitinfo files.. I don't see why its doing that. Everything looks fine... I'll run some more tests and try and narrow down what is going on with hero units.

Thanks for the Bug reports Gravage!
I have the Workboat thing is a work in progress. I'll be fixing that in the next patch, and designating that as a special Lanun unit, to build sea cottages, I thought that might be causing the Hero thing, since it is a hitch in the UnitClass file, but I fixed it in my testing version and the Heroes are still acting strangely... Maybe they have decided to become mercenaries and are coming to the call of whoever builds them first :). I'll keep looking at it.

Yeah, sorry about the patch installation error.. typo in the installer build. I've got that fixed locally and shouldn't be a problem in the future.

Next patch will also include Improvements Outside Borders(Credit TheLopez). You will be able to build Forts and Towers outside borders. Yes, You will now be able to build Towers! They will be an "upgrade" to forts, offer an extra Gold, and a slightly better Defense(hey, you can see the enemy coming from further away and prepare better). Buildable with Engineering tech.

Cheers!
 
As Alexis I have built Wilboman, the War Machine, and and Rith. As Svaltafar, someone else has always built rith before I could.
 
Okay, confirmed error with Wilboman... also the Svart can evidentally build the War MAchine! haven't checked other cis yet, but I did notice that the Svart can't build Wilboman, and neither can the Hippus. I checked the CivInfo file and confirmed the UnitClass and Unitinfo files.. I don't see why its doing that. Everything looks fine... I'll run some more tests and try and narrow down what is going on with hero units.

Thanks for the Bug reports Gravage!
I have the Workboat thing is a work in progress. I'll be fixing that in the next patch, and designating that as a special Lanun unit, to build sea cottages, I thought that might be causing the Hero thing, since it is a hitch in the UnitClass file, but I fixed it in my testing version and the Heroes are still acting strangely... Maybe they have decided to become mercenaries and are coming to the call of whoever builds them first :). I'll keep looking at it.

Yeah, sorry about the patch installation error.. typo in the installer build. I've got that fixed locally and shouldn't be a problem in the future.

Next patch will also include Improvements Outside Borders(Credit TheLopez). You will be able to build Forts and Towers outside borders. Yes, You will now be able to build Towers! They will be an "upgrade" to forts, offer an extra Gold, and a slightly better Defense(hey, you can see the enemy coming from further away and prepare better). Buildable with Engineering tech.

Cheers!

will the ai consider towers/forts the natural upgrade for sentry towers?
and station at least one unit in them...
 
Thanks for the reporting of that little oddity. I rechecked the files and couldn't find any reason it would be doing this, with the Heroes being available to the wrong civs. But I found a way to fix it. Seems like for some reason I was exceeding some sort of maximum number of <Units> . The schema indicates this shouldn't be possible, as Maxoccurs shows "*"(I assume this means no limit in this context), but maybe there is a hard coded number somewhere. Anyway, I just moved the Units that were Unbuildable(Sailor, Hyb, Bassium), to the bottom of the list and that seemed to take care of it. I feel like I cheated, but it works!

Anyway, Patch 5 is up(as a patch only, The install is still ver 4), and since I added Improvements Outside Borders, and included the fix to Total Victory, It will break saves...The Notes are all updated in the 2nd post.

You guys have been great getting those little bugs IDed for me. Thanks!

EDIT:: eerr, thats a tricky AI thing that I am not sure about. Technically, Forts or Towers don't actually apply to a Bonus, but since they do add yields, and provide Defensive bonuses, they should defend them if it fits into thier usual defense AI scheme. There was work earlier on trying to get the AI to use defenders on Forts more reliably, but it didn't really work as expected... so I guess Forts and now Towers will really still be most beneficial to human players. I think there are some plans to work on the AI more at some point... who knows, maybe someday I'll have learned enough of this stuff to do some work on it :).

Cheers!
 
It seems like the forts' ability to halt movement is too much. I've had very powerful units with 5 movement remaining (both mounted units and ships) stopped by a single goblin with no promotions. Perhaps it should subtract a movement point or 2 instead of stopping any unit, or only have a chance of stopping enemies based on relative strength and/ the number of units garrisoned in the fort. It doesn't seem right that a powerful unit headed strait for a fort with 100&#37; chance of victory over all the forts defenders, blitz, commando, and enough movement points to let it capture almost an entire empire by itself would be slowed down that much by one unit.

I've also seen areas of the map were almost every tile is covered in forts (many of these were on tundras I owned, where a couple of workers had been set to automate). I don't normally like distance requirements in the game, but a nearly 10 x 10 region of nothing but forts just seems kinds wrong.

I like that forts here are actually of strategic importance, but you may have gone too far.
 
I appreciate the feedback Magister. I'll shift the movement stop to a slow instead. I haven't seen the fort building behavior you are seeing... but I usually don't automate my workers(they tend to get into trouble that way... this seems a bit worse than usual though!).
The issue could be that there really isn't anything else you can build on Tundras, so the automated worker will just build what it can... thats probably part of the SDK AI behavior, but i'll see if changing some simple settings can curtail that type of building, or I'll need to impose a more exacting restraint.
 
Because Pig intestines make exceptional Bow strings. Historically, cat guts were originally the preferred material for the most durable bow strings... but we don't have a cat resource :) . Plus, pig intestines became the most common starting in... hhmm.. France or Italy(can't rememeber exactly) after getting beat down by the english longbows so many times. I think I am remembering all that right(I'm not an historian after all, just an amateur).

BTW, the slow movement function for forts is in on my end, and I am testing exactly how slowed down certain units should be, but I am getting pretty happy with it. I am still testing to see if Fort spam is going to be a regular problem or just an occasional anomaly (sorry Magister, I still haven't seen it yet)..

Ohh, and I am considering your idea on Sprawling City Hubs that you raised in the Mania thread. I may try and work it in and release it to see if we can work out a good balance/cost for them... still not sure yet, as I already have 'buffed' sprawling cities a bit here...

Also, I am probably going to be helping Dark Russell a bit with his new Civ mod, and it very well might end up here... we'll see how it turns out!

Cheers!
 
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