FfH version 1.10e

Use the skin of the Pyre zombi without its model. That should look good and diverse i think. I ll send you a new skin for the dovietello shaman this evening. Looks kind of odd that ork between the humans.
 
grml double Post...

But as i have opened this post i can write something into it as well..

The Spell-traget-selector-screen seems to take quite a lot time in loading. anything we can do against that or is it a problem that is inherent to way screens are handled by civ?
 
I've noticed that the entire mod is taking quite a while to load, but have no idea what part is holding things up. Once loaded and running it's fine.
 
woodelf said:
I've noticed that the entire mod is taking quite a while to load, but have no idea what part is holding things up. Once loaded and running it's fine.

The first thing a mod does when it loads is it copies everything in the mod directory into cache. The bigger the mod, the slower the load.
 
Chalid said:
Use the skin of the Pyre zombi without its model. That should look good and diverse i think. I ll send you a new skin for the dovietello shaman this evening. Looks kind of odd that ork between the humans.

Good, idea, will do.
 
Chalid said:
grml double Post...

But as i have opened this post i can write something into it as well..

The Spell-traget-selector-screen seems to take quite a lot time in loading. anything we can do against that or is it a problem that is inherent to way screens are handled by civ?

Talchas mentioned that one of the negatives of switching to a popup screen was that we would incur a load time hit.
 
Downloading 1.10e now... Perhaps I should try it out with Dolviello and Overlords(which is otherwise my least favourite religion, as I'm not often partial to early warmongering), seems to be the way to check most of the new units out.

On a side note, I found a bug playing 1.10d the other day, which I don't think have been reported. My bloodpets did not get a movement bonus through the mobility promotion. The promotion would show up fine on their promotion list, but movement will still be 1. Do they have the half-mobility bonus penalty, or is it a bug?
 
Yeah, its just about exactly the same delay as what you get pulling up any of the advisors except the domestic one. For some reason showing a screen takes signifcantly more time than using a CyPopup (again, unless that screen is the domestic advisor, and although I'm not sure, I believe that when I was fiddling with the unit selector, it was more being the Domestic Advisor than what was actually on the screen).
 
Have played 1.10e the last few hours(a bit more than I originally intended, but I should be used to that by now...). Here's some impressions:

-Aligments are very cool. It really felt in-character as my Dolviello civ led a war against the Bannor in an alliance with the Svartalfar(hoping for a permanent alliance with the latter sometime soon). I luckily manage to keep the Mercurians of my tail by more or less voluntary donations to them.

-The AI insists on leaving his cities to attack me in the open with archers...not a particularly smart thing to do. But I guess this is a "Blame Firaxis!" situation:)

-Mana frequency seemed ok, I saw two nodes in my games so far, and there's still a LOT of the map left unexplored.

-The new spell targeting system works well, I don't think the loading time for the pop-up screen is that bad.

-The War Machine looks extremely cool, most impressive unit I've ever seen. Can't wait to get its sound effects added too.

-It seemed very hard to get access to third tier casters. It literally takes centuries for mages to qualify for archmages, and even when they upgrade, you still have to wait many turns before they can get their first tier 3 spell. Of course it should not be easy to get the best casters, but at least I think upgrading should grant a free promotion each time.
This also makes it very hard for magic-focused civilizations to recover if they lose archmages, demon summoners or high priests.
-As a consequence of this I haven't seen the Kraken in action yet, I'm still waiting for my high priest to reach next level.

-And finally, perhaps the worst thing of all: I managed to fall victim to a mechanic I suggested myself - a Chaos Marauder turned barbarian on me, and razed the one city I had as a foothold on the bannor continent. Fate can be so cruel at times...
 
Corlindale said:
-The AI insists on leaving his cities to attack me in the open with archers...not a particularly smart thing to do. But I guess this is a "Blame Firaxis!" situation:)

We managed to circumvent this in SotM and I tried (oh how I tried) to talk Kael into an immovable archer back in....a long time ago. Maybe 0.70? Was it that far back Kael? :p
 
woodelf said:
We managed to circumvent this in SotM and I tried (oh how I tried) to talk Kael into an immovable archer back in....a long time ago. Maybe 0.70? Was it that far back Kael? :p


Those freaking out of the city attacking AI.. I hope that can be adressed in the future. I slowly understand how the Unit AI works and maybe it can be tricked into acting more intelligent... You know my long term goal is that players have to switch to warlord to win against the AI :satan:
 
What would happen if you gave the Mud Golem worker animations? Would he look like he was working the land?
 
I don't think he will but one could try. It would require fusing both models but could be doable. it depends if the bones are similar. But he will not have fighting animations when he uses the workers'
 
Well the Mud Golem is the Luchuirp worker so that would be good!

I'll try it out later tonight.
 
Two things:

1 - I used a Great Commander to recruit, but he didn't disappear. I can now use him to rush build something still?

2 - I started in the 2nd era, am around turn 180 and the Copper Golems are simply overrunning me! :eek: Short of your own copper golems there is nothing remotely close that I could build to stand up to them and my own golems would take 30+ turns! Archers and Hunters are golem food.
 
Well that was fast! Three cities fell quickly to 5 Copper Golems, 2 Axemen, a Worg Rider, and 2 Hunters.

And I wasn't the only civ getting pounded. Yikes the copper golems are too much. :wow:
 
One more thing:

-I cannot get slavery to work. I can easily set the civic, but the rush button is grayed out, even when max avail should be much higher than the required sacrifice in population.
 
I'm not suggesting these changes, but I lowered the pow on Copper Golems to 5 and their cost to 150 to try to balance it out so I can survive my next game. ;)

I think if Luchuirp could have built Axemen I might have survived, but without them I was doomed.
 
Th AI does not use the new Missionarys. You will have to rewrite the whole Missionary AI as there are a lot functions that control the way Missionarys are moved (and most of those check if the Missionary can spread Religion). Of course using the them the old way would be easier. What is the reason to move it form their innate ability to special ability?

Do the new Missonarys consider Theocracy / nod state religion Spread?

And what is the prerequisite to use the Mercenary Screen?
 
Chalid said:
Th AI does not use the new Missionarys. You will have to rewrite the whole Missionary AI as there are a lot functions that control the way Missionarys are moved (and most of those check if the Missionary can spread Religion). Of course using the them the old way would be easier. What is the reason to move it form their innate ability to special ability?

So I could control the percentage without making a SDK change. Also so that I could keep order from spreading to veil towns and vise versa without the hokey way i was doing it before (where it would add and remove it). You may be right though and we may need to put back the old way for ai reasons, its just that talchas spell system is SO much more flexible than anything firaxis offers.

Do the new Missonarys consider Theocracy / nod state religion Spread?

No, i need to add an aiweight modifier based on that (i dont have any aiweight in yet for the spells, just abotu all fo them could use them to make them a little smarter about what spells they use).

And what is the prerequisite to use the Mercenary Screen?

I removed the mercenary mod because:

1. The ai doesnt use it.
2. Its not multiplayer.

I sent a whole list of requests back to TheLopez that i believe he is going to try to incorporate. Until that is done (or at least the top two issues are addressed) the mercenary mod probably wont be incorporated.
 
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