Thank you both for the reports and savegames! I have added both of these issues to the bug tracker.
I was going to fork your repository on bitbucket to retrieve the dll sources and deliver a patch. But I cannot clone the repo with git. That is weird.
I got this:
Spoiler :![]()
The event wanted to give my Mud Golem 1XP. I've attached relevant savegame. The link given there leads to this thread.
I'm pretty sure my (yet unreleased) fix for this works, but unfortunatly your save doesn't help to test it in this special case. Do you happen to have a save a turn before?
Sorry to be a newb, I've tried to install this a few times and can't, can you give some more explanation as to how it should be added to Vanilla please. Thanks!
4: -1 food from farm
5: +2 coin from farm
This means that City States is strictly superior to aristocracy in all cases. The malluses (war weariness, stability penalty) are EASILY offset by the bonuses (MUCH more gold, MUCH lower maintainance, better trade and culture).
2: Wilderness renders barbarians weak, Acheron moot, and barb cities nearly non-existant in the late game: I've played two games with that option on now. In both, Barbarians were weak and Acheron was never built.
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:
Barb cities spawned, but always near civilized centers, and they were rapidly conquered. Entire continents that had no civs, so should be deep wilderness have only animals and the occasional barb hunter or horseman.
I'll play without the wilderness option next time.
Despite these issues, this is a really good mod! The puppet state and revolutions mechanics are working amazingly well, and prevent lategame stagnation. The game is considerably improved overall.
That would certainly be a bug, IMO. Could you upload a savegame?
Strangely this also happens with other evil civilizations like the Illians; in one game I saw them split into 5 different civilizations and make war between themselves until I put them out of their misery.
re Aristocracy: huh. I see that general consensus does not agree with me. Fair enough.
re Revolutions: Actually that's one of the things I like most about ExtraModMod. In any world, a government is beholdened to its people, and a fantasy world is no exception
re Revolutions: Actually that's one of the things I like most about ExtraModMod. In any world, a government is beholdened to its people, and a fantasy world is no exception. Besides, seeing Hippus rebels desperately fighting a massive tyranical Calabim empire (that followed The Order of all things, and was also the only force holding back Hybo + Sheaim) is always entertaining
Well it has been consistent in both games I've played, and I can't pin it to a single event aside from For the Horde stealing city defenders in the first game. But Clan of Embers wasn't in the second game, so it can't be that. Exhibit A is my current Svartalfar game, where there are many large continents that had no starting civs, and now have a feeble barb presance, no barb cities, and the only cities present being my colonies (its mid-game). I'll dig it up and post it.
The reason for their chronic instability IMO is that the Illians don't have a state religion. Religious cohesion is a big part of early revolutions stability, and because the Illians can't adopt a state religion, that hurts them a lot. I expect the Grigori to suffer similarly. The solution to this is to make White Hand Temples give a large stability bonus, and to make Neutrality (the grigori specific civic) give a large stability bonus, to offset the lack of a state religion.
I'm glad to hear that you enjoy the Revolutions component. It is definitely a half-baked feature though. At some point I'll start a thread about it and see if we can make it a more fun component of FFH.
Thanks for the help that worked perfectly.
I'm having an issue which might be a bug or feature I don't understand. I'm playing Illians, holding back stacks from Sheam, Dovello and sometimes Infernal. Sometimes some of my units are not able to attack, they can still move and defend, it doesn't affect all the units though it seems to be most in my defensive stack, the units affected change each turn and some turns all units can attack. Any idea what's going on?
Also some feedback, I defend my civilisation from a single choke point city, all defenders there. I'v put my three priests of winter there, using their freezing spell I've halted the attacks from three stronger enemies for several hundred turns. Finally they're bringing some units with 2 movement like the beast of agares, so maybe they'll start to chip through. But the freeze spell ( I forget the name) seems way overpowered.
They also should have built a road to allow them to attack at a distance without being frozen, while they in fact pillaged my roads which could have helped them.
Linked to this, the few enemy units that escape being frozen no longer suicide attack alone against my walls, which is a big improvement from vanilla. But they're still spam attacking me with a few summoned units like pitbeasts, which achieve nothing, in hundreds of turns maybe they've killed 2 defenders, but they've given my other defenders ridiculous amounts of experience, for no strategic reason at all. They need to learn not to give defenders free experience.
Also linked to this, when I pulled in enough defenders and got enough free experience I generally stopped bothering to freeze, the AI didn't attack (except with summoned units), I assume because it understood I was too strong and it couldn't win. But then they stayed camped 1 or 2 squares from my city for over a hundred turns as their reinforcements arrived, with the usual pointless moving back and forth instead of staying fortified, allowing me to pick off dozens. They should learn about safe distances. Also it must have cost my enemies a LOT of upkeep to stay camped in my territory for so long, and all for no gain.I think that the moving back and forth is a response to other changing conditions. Perhaps you were moving troops around too?
I dunno if any of those things are fixable, thanks for all your hardwork anyway!
The More Naval AI mod has been constantly improving AI for years already. ExtraModMod is basically a fork of More Naval AI with additional stuff on top of it, so in the future EMM will continue to merge AI improvements from MNAI. The issues you mention are already improved a lot with regard to vanilla. Please let me know about any other issues you run into![]()
As Terkhen said, there were several reports of barbarians being much too strong. Since I think that barbarians are too weak is much less game-breaking then if barbarians were to strong, I reduced barbarian spawning speed quite a bit, with the intention to carefully increase it later.Wilderness renders barbarians weak
Looking at the code, the only change I made to barbarian city spawning only affects the "Barbarian World" game option.Barb cities spawned, but always near civilized centers, and they were rapidly conquered.
Wilderness indeed changes the way Acheron spawns. He is no longer build in barbarian cities (which led to problems with the AI), but spawned automatically after the number of barbarian cities is higher or equal to the number of living players for some turns. Also, Acheron can't spawn in conquered cities originally belonging to players.Acheron was never built
Hm. I looked at the save and I don't think barbarian strength on the uninhabited continents is that bad. These continents are pretty small and I don't think barbarians should hinder expansion too much without raging barbarians enabled.Well it has been consistent in both games I've played, and I can't pin it to a single event aside from For the Horde stealing city defenders in the first game. But Clan of Embers wasn't in the second game, so it can't be that. Exhibit A is my current Svartalfar game, where there are many large continents that had no starting civs, and now have a feeble barb presance, no barb cities, and the only cities present being my colonies (its mid-game). I'll dig it up and post it.
My recent experience is also that barbarians are a bit too weak, considering that I always play with raging barbarians enabled. I'll play some games with that option enabled and disabled before I increase spawning speed, though.
EDIT 2: On the last page of PitBoss wizard when choosing map settings, available options don't refresh when another map script is selected from drop-down menu.
Also, in this game when I turn on BUG wonders tab it throws python exception whenever I try to see completed rituals there.
I have encountered an error that seems to be somehow related to revolutions. See the first attachment.
I've also attached a savegame from one turn after the error. I can attach one from three turns before, if that would be helpful.
This doesn't seem to have any visible outcome attached to it, at least so far.
The Grigori recently revolted, so this may be tied to them.
What's going on?
For me, the available options refresh correctly, although the process looks somewhat buggish and it can take some seconds. Could you confirm if in your case they end up being refreshed after some time or not?
I cannot load this savegame. The game refuses to load it because it was made with a mod called "mods\\Fall from Heaven 2" instead of "mods\Fall from Heaven 2". I tried to force loading the savegame by editing the path inside the file itself but this leads to a game crash. I don't know how to rename the folder in a way that leads the game to believe that there is a mod in that path so I have not been able to load the savegame.
I tried to access the rituals in the wonders tab in all the automated games I have been running (mostly to turn 150) and I did not get any Python exceptions. In one of them I added all rituals in the game to different civilizations, but the window still was showing them correctly. In order to continue looking for the cause of this issue, I would need to know how to load the savegame, or the whole text of the python exception itself. If you have python logging enabled as indicated in the ExtraModMod testing guide you can copy it from the PythonErr.log file.
self.aaWondersBuilt_BUG.append([-9999,iProjectLoop,False,localText.getText("TXT_KEY_UNKNOWN", ()),None, 18])
They don't refresh, I waited for a few minutes and nothing happened.
The exception happens when BUG wonder tab is enabled in BUG options and some civilization that you haven't met has completed a ritual. It can be fixed by changing line 2477 of Screens\CvInfoScreen.py to:
Code:self.aaWondersBuilt_BUG.append([-9999,iProjectLoop,False,localText.getText("TXT_KEY_UNKNOWN", ()),None, 18])
Since upgrading from v0.5.0 beta 2 to the full version of 0.5.0, I am getting a blank Hall of Fame screen. The games just don't show up. If I replace the newer version with the older one, they are visible, including the games played on v0.5.0. I haven't tried viewing the replays.
Installation was performed as instructed: fresh install of FfH2 v0.41 patch O, then install EMM v0.5.0. I've played two games on this version with no other problems besides this.
Any ideas?