Thank you so much for clarifying! This helps alotThat tile is not actually irrigated. Check the tooltip on the rice. I think the "Irrigated +1F" in the build tooltip is always there.
I found some some BBAI code that apparently intends to fix blockades not working and may be causing this. (There is a separate underlying issue that I can't find, though.) I will disable that code for the next release; phantom blockades like this are far more annoying. Unfortunately, there is no real way to fix this in-game, since the blockade stuff is not exposed to python.
You mean does not have a summoning duration, right? It is documented in the Graveyard pedia entry . I made a note to also put it into the spell tooltip.
All documentation I wrote (apart from comments in the code) is in thedoc/
folder.
<bFemale>1</bFemale>
makes the leader female, otherwise he's male.<iAttitudeFromFemales>
etc. are pretty self-explanatory, right? They're only used for Falamar (likes and is liked by women) and Os-Gabella (dislikes men).<bFemale>
is not used for anything else.
<iWonderConstructRand>
: Larger values make the leader more likely to build wonders with longer duration.
<iAttitudeBadBonus>
: Multiplier for how much the leader dislikes you for using bonuses with<BadAttitude>
, like death mana. 0 means they don't care. This is displayed in-game as something like "-X: you use death mana" in the leader tooltip.
<SomniumAggressiveness>
: Makes the leader more aggressive when playing somnium, and also dumber and have a worse memory. I haven't check exactly what that means. Should be between 0 and 100.
These were all removed by Tholal (see commit), because they were unused. I did a spot check and they seem to be unused in vanilla FfH, too.
My guess is they were either the result of an unfinished and abandoned merge, or they were superseded and disabled at some point, without removing them (perhaps because the AI didn't need that kind of hardcoding anymore).
By the way, if you have some basic knowledge of programming, you can check what tags do yourself relatively easily. ALl the code of the mod is here: https://notabug.org/lfgr/more-naval-ai. You can download a zip of the whole thing, and using "Find in Files" in your favorite editor usually gives you all locations a tag is used (search without the starting "b" or "i", like "AttitudeBadBonus").
Not sure, but this is the yield in the base game, better to ask in the main forums.Thank you for clarifying! One more question:
View attachment 690440
Why does a farm on rice only give a +1 food bonus while farms on wheat and corn give +2? Especially given that IRL rice growing regions support huge populations.
As Q said, that is from vanilla. No idea why it's like this. Maybe simply for variety.Thank you for clarifying! One more question:
View attachment 690440
Why does a farm on rice only give a +1 food bonus while farms on wheat and corn give +2? Especially given that IRL rice growing regions support huge populations.
That's a bug, thanks for reporting. It's an event-related building/item. I should note that in the pedia.@lfgr I just took a Frozen Flame item/wonder from another AI player. I am at peace with them, but still it would seem that I should not be able to just pick up an item of theirs. It was not even dropped as an item, it was in their city as a wonder, and I was able to pick it up.
Also, in the civilopedia it is described in the wonder part, but no requirements are named to be able to build it. Is this supposed to be (as in, is it created as result of an event?), or should there be requirements? Haven't played ExtraModMod with Illians yet, and it seems to be Illian related so Im not sure.
I've been running it in a pbem for the past 12ish months with no issues to speak of, except for one very recent waiting on civ that was fixed with a single turn rollback (always run random seed, folks). Can't speak as much for direct IP but I'd imagine it's fairly stable there as well, especially if its player-only.TY for this - is ExtraModMod Continued multiplayer stable? Really enjoying it but don't want to rope friends that are already on the fence in unless I know it works well in multiplayer
I think so, I believe it would cause even more insane production than they already do. (I've always been thinking that Governor's Manors should only give 1 hammer per 2 pop, on that note)Is the Pillar of Chains not stacking with Governor's Manor intended? I vaguely recall this working in at least other modmods, but I could be way off and it's only worked in my dreams lol
Eyes and Ears network is really really expensive and comes at a late-midgame tech (and needs 5 inns), and then you need open borders for it to take any effect in the first place. This is easily avoided by humans and AIs are often not too border-happy either Agree that guild of hammers is really good value though.Any recent consideration on changing the hammer cost of Guild of Hammers upward or changing the Eyes and Ears network affect? Both incredibly strong to gamewarping wonders.
That was an intended change several years ago, yes. I think you cannot settle them at all anymore once you give them to a unit. (I think it's a bit of a shame but 100% understand the reasoning )e. is it also intended that you cant shuffle golden hammers around anymore to stack them, or was I messing that up somehow?
Oh absolutely. But with the big RNG part of FfH2, from events, barbarians and lairs, I think it will always remain fundamentally more unbalanced than vanilla civ or other mods. But I also think it's fine this way, it's a fantastic mod with a unique setting in a magical world, with very distinct civs, I think trying too hard to balance each and every aspect of it would mean having to reduce the variety and distinctiveness of many civs and other things.FFH and EMM have a variety of balance issues. Trade gets very OP very quickly, the health/happiness balance is completely off, there is no map script for balanced maps and some factions are clearly worse then others.
Solving those would involve a lot of work though. Civ adv is an excellent benchmark for good balance.
Seems like this always was a yes/no per city.Is the Pillar of Chains not stacking with Governor's Manor intended? I vaguely recall this working in at least other modmods, but I could be way off and it's only worked in my dreams lol
I think I never realized that you can build Guild of Hammers before you can build forges. What do others think about making it require both engineering and smelting?Any recent consideration on changing the hammer cost of Guild of Hammers upward or changing the Eyes and Ears network affect? Both incredibly strong to gamewarping wonders.
e. saw a suggestion to require x forges to build Guild of Hammers, which would at least weaken one of its greatest strengths (being able to beeline engineering and ignore smelting for forges)
Noted, though that may be hard to do.e2. with the "Better Expansion AI" setting, there should probably be a Khazad-unique toggle for them to balance their gold with that logic, since they did expand very well but were on empty vaults the whole time.
I don't particularly like that idea.e3. also also also a unit/spell that can break polar ice when, they're messing with my pretty BFCs
All national units are explicitly excluded in the code, so this is intended.e4. Lizardmen Beastmasters dont seem to get the Warrens double production bonus. Iirc they usually work for national limited units that are organic so I think it's an oversight
Noted.e5. Is there a way to kill treasure chests if its a nations last unit? Love the "Require Total Kills" setting but it often ends up with treasure chest ghosts speaking to you from the other side
Yeah, I agree that's a problem. The "unable to fight" part of your solution is something I don't like much, especially since it would be hard to distinguish in-game.e6. Ok so I kind of want an animal selling eco to be semi-viable, but the maint costs for just getting them to market often completely eat into your earnings or even make you negative. What if there was an irreversable "mark for sale" skill that made the animal unable to fight or be settled as a trophy/building, but be maint free and sellable in return?
I'll think about this.Unrelated, but has there been any consideration to buffing Citadel of Light to not be garbage? Assuming it really just spawns one fireball a turn for 240 hammers, I was struck by how much cheaper it is relatively for the Luchuirp to one up it with their 45 hammer wooden golem fireball platforms. Could have the Citadel spawn one per unit and cap it at something like 3/4/8/12 or whatever a turn (maybe tied to how many you have built overall? idk), and they'd at least produce enough collateral to do SOMETHING besides make fun of you for bothering to invest in them.
Heh, I almost never go smelting because I always go for GoH if I can. Not sure from a balance POV, though FFH2 tends to prefer deep research (which tech trading and proliferation hit, unfortunately, but that's a discussion for another day).I think I never realized that you can build Guild of Hammers before you can build forges. What do others think about making it require both engineering and smelting?
AoE gives captured animals the ability to cast escape. I like this in theory, but it is open to abuse for risk-free exploration / attacks.Yeah, I agree that's a problem. The "unable to fight" part of your solution is something I don't like much, especially since it would be hard to distinguish in-game.
What about just, say, 15 turns of no maintenance for captured units, scaled by map size? That's probably not enough to really abuse. Capturing units from very far away for sale would be still non-viable, which is fine. Buffing animal-built buildings is also fine, IMO.