Blaze's FfH MaxMod

Kill list doesn't work. Shows 0 Kills for everyone.

Also, in the Civopedia, under the listing for Tuuvnjait(sp) The picture for the unit is a Red half Oval. Don't know who builds the unit, but is it suppose to be like that?
 
Howdy folks, thanks for the feedback!

Not sure about the adaptive/total victory issue... I just imported Total Victory code from Golo's adaptation from sevo's original code.. I didn''t see anything in there that would cause that sort of conflict, but we have had weird conflicts with Total Victory before. I'll look into it though and see if I can come up with anything.

Regarding Tech Leak, I didn't change any of the default settings, again, I just imported the code whole, as I didn't see any conflicts with it. I find your experience interesting, because I believe that almost all of FfHs techs have a much higher base cost than the more Vanilla mods(like Sevos would be) Techs would have... it made me believe that it would make the tech leak even slower! Htaed, anyone else notice this particular behavior? I'll see if I can't duplicate it on my end, if needed, adjustments can be made!

Same song and dance with Kill List, imported directly, saw no direct conflicts at the time, but there may be something with the onCombatResults... I'll dig at it when I can.

Ohh, and the Tuurngait.. don't remember who I took that from.. SureShot or Maniac certainly.. but my guess is that the units artDef path changed.. I'll thought I didn't have a problem with that particular unit, but I'll double check it.

Thanks all!

Cheers!
 
I think it may be a little high. The Barb's are getting high up in their units very quickly, and they didn't do that before. I'm using a map that had a lot of tribal villages so I advanced quickly in tech, but the Barb's weren't that far behind me, so the leak may be a bit much. That is, if I'm understanding what it's suppose to do.

I'll research other threads to see if I can find anything on the adaptive and Total Victory.

Thanks for the quick replies!!

Keep up the good work!
 
I can not build forts or sentry towers outside my border. Is this a bug, or do I need something special to do it?
 
Tired, long day and all.

Fixed Tuurngait art.

Checked Tech Leak, found its default values set for Marathon speed play, so some numbers were increased to a high level. Set those to somewhere between Standard and Epic Speed. I tend to play at Epic myself...

The Barbs units are based on the techs available in the world. From my understanding.. they don't necessarily research their own techs, but if a certain percentage of Civs have Bronze Working, barbs will get access and start spawning that level of unit automatically. So in a round-about way, tech leak may be adding to that problem if a lot of civs are sharing out to a higher tech quicker.

Also, checked Forts and Towers, with all workers. no problems( Orcs and Elves can't build Towers, but they can 'upgrade' to them from forts.. takes a long time to do though) building them outside of borders. Did you have Mathematics(for forts, that tech requirement hasn't changed from vanilla) or Engineering(For Towers)? Bronze working or Sanctify to clear jungle or forest if necessary? was it on Ice or an Oasis? any of those could be causing you trouble.

I'll probably be able to get the next patch up tomorrow morning hopefully, bed time now.

Cheers!
 
When using the Master Shapshifter(can't remember name), and you get up to the White Rabbit, when you move away from him, the little bubble that shows where your unit is, is just a pink filled circle instead of a unit picture.
 
You cant build forts outside your cultural borders. That has changed in BtS supposedly.
 
I've no way to know as I haven't played yet with the modmod,

but doesn't the use of the 'hero-promotion' transmission negates a bit the advantage of having adventurers and being cassiel ?

Spoiler :
cassiel can't have heros, but can have adventurers : same as heroes save the special promo (ex : spells to a melee type hero) but in exchange they can upgrade into other units : arcane, scout, ranged, ...etc.. and therefore they can choose which kind of heros they will have and they can have heroic arcmage, berserk, immortal..Etc.

ok there was nothing new in that.

what I mean is that with the hero promotion that can be transmitted, any civ can have berserker heroes or immortal heroes (it's true that heroic archmage is tough to gain that way) while cassiel still can't have the religious heroes...

won't that reduce the advantage of being cassiel ?

thx for the answer

Cala.
 
Okay, My testing has shown that with the Svart, I can built forts outside borders fine, and I am having no issues with Lunuance or the White Rabbit(other than the fact that he just bobs along and has no animation yet, any volunteers to create some? :) ).
I would suggest Reinstalling from the ground up at this point Htaed. Definitely start with a fresh install of FfH 23c, then install my modmod and then install my patch.
Also, I noticed your plea to Golo, not a bad idea, I also saw his response... and I also just ran a test and had no problems switching traits with Total Victory disabled. Did you have all of the other Victory conditions enabled?

Yes, BtS has Improvements Outside Borders built into it, but in this revision, my Mod is for Vanilla FfH, so putting that in is definitely a feature of this modmod.

Cal, I believe that that might have been a point made early on about setting up Heroes the way I do, but I can counter with 2 things. Cassiel can gain more Heroes with this method, same as any others. Also, The "New Heroes" aren't quite as powerful as regular Heroes (that is, heroes that have won their name, can only get Heroic Str1 and Heroic Def 1). Plus , Thematically, If you are some shlub soldier who defeats a World Famous (or Infamous) Hero, You would definitely get some status recognition for that feat.

Ohh, Rev 3 patch is up, and notes in the 2nd post updated.

Cheers!
 
ok.

Thematicly I think it's perfect, just I thought it a bit unbalanced

but I hadn't known that that secondary hero promotion was nerfed versus the original one.
Had I known that, it won't have bothered me at all ;)

good job.
 
I'll try the reinstall after I finish my game. So I won't report any more issuse unless they are big until then.

I only had the conquest and religious victories enabled when I couldn't switch. Maybe the problem is in there somewhere... Dunno..

Thanks for the help!
 
Really? I find that surprising. The combat odd generations are notoriously bad. It is rare, but it happens a surprising amount of time considering. The team for Smarter Orcs are working on some potential changes to increase the reliability and realistic outcome for combat odds, not sure where they are at on that sub-project, but I'll be including it if it makes it into their Vanilla releases.
There were problems early on with Conquest and Total Victory being inclusive, and we found a way to fix that, but it may have wider effects than anticipated. I may or may not have much time this weekend, but I will look into it, though in the end, it may end up being a "Feature", not a bug :D

Cheers!
 
I've gotten two games past 200 with no apparent bugs. I do have a couple of minor complaints for your kind considerations. First the gigantic Unicorns are way out of scale (even compared to the gigantic Elephants) and can severely limit expansion. I just had to deal with 3 of them and it wasn't till Rangers that I had a unit that stood a chance. And even then, they were not captured like the other animals. The other complaint is about Rith. There is no 'Pedia entry on him/her and the progression stops with Tiger/Spider alternating. After Combat 5, there is really nothing to do with additional promotions. How about using some of the magic animals like Griffins? Spider-Rith shows Subdue Animal, but instead she makes babies. And she can be caged at a Carnival -- I bet she hates that!
 
The other shapeshifter Luannace is the one with the more powerful shapeshifting abilities. Luannace starts with the Griffin as the base. And it goes up from there.

Found a little cosmetic issuse. When you look at the Sval horsemen, under Sid's Tips it says this TXT_KEY_UNIT_PLACEHOLDER_STRATGEY

Wanted you to know that I can now build those forts and towers outside of the borders since the new patch. Haven't messed with the adaptive thing yet. Just playing out the total victory on this game before I do that.
 
Why couldn't I promote a Ranger to Druid? I played Kuriotates with the Runes. I was able to build Treants and promote to Beastmaster, but no Druid. I had all the prerequisites, I think.

Probably not a Blaze mod issue, but this is the first time I went for a Towers victory. As soon as I started on the final tower, all the other players declared WAR on me although several continued to be 'pleased' with me. Then they started declaring WAR on each other until almost everyone was at war with everyone else. Is this normal?

Also, in three games with the Baron, I have yet to get the Greater Werewolf upgrade. I usually just create one or two Blooded Werewolves and then let them kill as many units as they can, so percentages should be best possible. One got up to around 50EPs that way with no upgrade. Could this be broken or am I having a streak of bad luck?
 
kuriorates are good, no?

only neutral can build Druid.

good have paladin

evil have eidolon.
 
Hey all, just stopping by briefly, sorry I have ended up being pretty pre-occupied this weekend, and haven't had any time to spare to clean some of these things up.. good news is that none of this stuff seems to be massively game breaking( some particularly annoying though I understand!). Anyway, I'll start in on the bug fixes shortly for you all!

Htaed, you are right on about Luna being the Upper end shifter, and I am pretty sure I have that in my Changelog.
Cal, You're correct about the special units. They are alignment oriented, so Charles, if you wish to build druids, you can change your religion to one that shifts your alignment. I believe Original alignment is based on the Leader, not just the civ, but the Kurios only have Cardith, who is good. I think that Leaves or Octo Overlords should push a good civ to Neutral.

The Towers thing is an issue with FfH.. the same thing will happen if you start building the last Altar of Luonnotar .. its part of the dogpile script I think, though I thought that it had been cleaned up so people in alliances and very happy with you would not necessarily automatically declare war... I'll look into that and see if I can change it so that becomes true.

And I think that the chance to upgrade to Greater WW is pretty low, and does require a certain level, only 3 or 4 though (I had a wolf go from Ravenous to blooded, and the next turn go to greater... just the once though!). In any case, those odds have not been modified by me, so probably just one of those streaks.
 
Yeah, about the Greater Werewolf, I think you're just having bad luck. Usually, for me anyway, after about kill 4 or so decent Barbs, my Blooded goes to Greater.. Don't know what the issuse is for ya, might be killing weaker foes or soemthing.
 
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