Final Fixes Reborn

The Hamstalfar were originally a joke civilization made for Fall Further by Tarquelne. Hamster-Valkrionn, named after Actual-Valkrionn, was a hamster, but one of his eyes was that of the character Richard from the web-comic "Looking for Group", who was Actual-Valkrionn avatar at the time. Valkrionn later re-made the civilization for RiFE, later stating that he intended to re-work them into the Gyldalfar (I.e. he would be replacing the hamsters with elves.) but the mod ended before that happened.

Good times. Good times.
 
Civilizations
Adding a difficulty level to each civilization would be nice for new player.
Spoiler :
Amurites - intermediate
Archos - novice
Austrin - intermediate
Balseraphs - intermediate
Bannor - intermediate*
Calabim - advanced
Chislev - intermediate*
Clan of Embers - intermediate*
Cualli - advanced*
Doviello - advanced*
Dural - intermediate
Elohim - advanced*
Grigori - advanced
hippus - intermediate
Illians - intermidiate
Infernals - novice
Khazad - advanced
Kuriotates - novice
Lanun - novice
Ljosalfar - intermediate
Luchuirp - advanced*
Malakim - intermediate*
Mazalt - advanced
Mechanos - advanced
Mekara order - advanced
Mercurians - novice
Scions of Patria - master
Sheaim - advanced
Sidar - intermediate
Svartalfar - intermediate
The legion of D'tesh - Grandmaster
* probably

This is like the other way around of what it should be. D'tesh and Scions are easymode. Korinna stomps harder than anyone except Lifedrinker Corgayle; D'tesh don't care about anything with their 2/4 spearmen and then rip your face off once they get mages. Kuriotates are incredibly hard. Lanun...are barely even relevant unless you're playing against people who settle coastal, and even then you're rushing for Tsunami in the hopes their Champions don't arrive first.

Against the AI you should probably not be losing with anyone, but against human players there are things that work and that don't work and it can be very challenging if you lack certain mechanics: early hero access/strength, for instance, determines a lot of fights, as does dependence on map conditions and strength of early defensive options.

Gone to Hell
Hell terrain will appear whether or not good player are in the game. But good civilization usually want to lower it as much as possible since a high Armageddon counter only have negative effect for them (harder diplomacy, hell terrain are almost useless... etc). The Elohim is the most anti armageodon civilization. They start with a ritual that lower the counter by 5 points. The Sheaims is the civilization with the most chance to do a Armageddon victory, starting with a ritual that rise the counter by 5 points

This is also untrue; Hell terrain doesn't spread into the lands of Good players and their access to things like Demon-Slaying and Holy damage become more relevant; the reverse is not true of Scourge and Unholy damage. Good civilizations have a much better chance at being able to take out the Horsemen and claim their equipment. EVIL civilizations tend not to want Armageddon unless they're largely immune to it, notably the D'teshi and Illians.
 
I didn't played with every civilization. This was a quick list done from what I remembered. But here's my tough

Scions: I already explained why I rated them master. They could also be rated novice but I think it's harder to use them to full potential than most civ.

D'tesh: A civilization that need to constantly attack other player to get population is hard to master. Particulary with 2/4, if the other civilization decide to not attack your unit you'll never get any slave early game since units with 2 power are too weak to kill anything. Barbarian help a little but their attack aren't constant enough to be reliable. Unless you play with the barbarian world or raging barbarian option. Some ancient city ruin also help them since some bad result spawn barbs.

Kuriotates: Their sprawling mechanic make it easier to manage. Giant city are very more versatile so placement error isn't as bad. And they won't have to worry too much about training settler.

Lanun: New Lanun player will usually choose to have coastal city, since they're supossed to be pirate. They get +1 food fom naval tile and most naval tile give 2 gold. (3 with financial) Their city will growth quickly and even if they don't grasp the commerce concept they'll have a strong economy. Also the early game tech choice is easy, most would probably choose fishing as their first tech. Giving them acess to fishing fleet and pirate coves for an even stronger economy. If they get the lovecraft reference (their first city default name is Innsmouth) chances are they'll get message from the deep quickly, a decent choice for the lanun. Even if they don't they should have a good start so it would make the rest of the game more easy for them. That's why Lanun matter.

Against the AI you should probably not be losing with anyone
We're talking about new player. And the AI can give a hard time to experienced player past monarch difficulty.

Gone to hell
My bad, I've never seen hell terrain spread due to a high armagedon counter and should have reread the wiki before answering this one.
 
Hey there and stuff... I downloaded this and started up a game, but noticed that none of the balances changes have taken place. Was this done in 1.42 or whatever? And if so, is installing that over top of this mod going to mess stuff up?

The balance changes I am referring to are tweaks to health, some trader bonus adjustments, and a few other things.
 
Ominous Destiny said:
Bug - Barnaxus doesn't receive Mobility I if led by Gimil
Thanks for the bug and the solution. It's fixed --> next version.

Erikulum said:
Bug: Tuatha Dé Danann (great prophet) have no image
Incomplete: all great healer have no name
Missing: Angel of death should have the reaper promotion as mentionned in its strategy
Missing: The reaper promotion should be created and/or added to the pedia
Was already in the bug list

Erikulum said:
Error: D'tesh ability "remove from city" is saying add one population to the city instead of substract. work as intended
Ok. Solved

Erikulum said:
Bug: Pirate cove (lanun) disapear if built in enemy territory but is still considered there for other pirate cove placement
Bug: If Loki (balseraph) take a city twice (new city, stealed by Loky, invaded by barbarian, reconquered by original owner and restolen by Loki) the culture go down to -2 and -2 is apparently max culture. The problem was resolved when I stole it a 3rd time.
Bug: Recieved High to low achievement instead of one city challenge
Missing: Hall of fame didn't record finish date
Added to bug list

Erikulum said:
Idea: In custom game, choosing a civilisation should restrict the leader choice, for easier pick
Don't know which code file is used to create the menu, or even if it can be accessed.
If someone know, tell me and I'll look into it.

Ominous Destiny said:
That brings up a good point... are the great people names, images, and background quotes restricted to Erebus mythology only? The community could do well by adding a bunch to the the game based on their favorite fandom. Plus everybody loves easter eggs.
I agree.
I was proposed 3 names already:
- Morgan Tud (http://en.wikipedia.org/wiki/Morgan_Tud)
- Guo Yu ? (http://www.pureinsight.org/node/1484)
- Pied Piper of Hamelin (idea = uses music to prevent rats problems --> better fit to healer than bard)
If I get/write quotes and find images, I'll add them.

Erikulum said:
Bug: City with equal health and sickness automatically put a healer specialist when none are needed
Added

Ominous Destiny said:
On the health topic, it might be a slight bug too, but the Handicap for health was never modified in light of the two sickness per population thing. A simple adjustment might be to have the handicap for health set to x1.5 the happiness bonus. So for Noble and upward, 4 happiness and 6 health. To maintain the continuity of the original game, it would be set to x2 the happiness bonus.
Added

TrippedOnACloud said:
Bug 60: The "Don't kill it" option should always be unselectable, as per Kael's "Princess Rule": Nothing that'd be on the wall of a little girl's room is allowed. We've probably broken it a fair bit by now, really, but that option being unavailable is entirely as designed.
I'm torn between the dark fantasy theme and the fact that good civilizations, especially ljosalfar or elohim killing unicorns looks non-RP.

TrippedOnACloud said:
Bug 65: Possibly related to Sidar AIs repeatedly casting/uncasting the "Hide City" or whatever it's called spell?

General AI issue: AI buys potions like crazy. Is it crippling its own economy to do so? Even if it isn't, is there really a benefit to this? Also causes enormous amounts of slowdown due to every unit in every city trying to buy more and more Healing Salves.
Oh, surprise, AI problems, again :cry: (nervous breakdown incoming :D)

TrippedOnACloud said:
Bug 164: Not sure what this really adds, while being a potential headache. Especially note the potential problems when combined with the D'Teshi entropy affinity, allowing deep strike raids to cut rivers. Seems reasonable enough for rivers in D'Teshi territory to dry up, but inflicting it on others feels overboard.
Well, it was just a quick test that helped me understand terraforming, and besides, it took only 5 lines.
There is no side effect with entropy affinity since it uses climate_wasteland, not terrain_wasteland --> happens only on dteshi territory.

TrippedOnACloud said:
D'Teshi cities can gain food production from events (Monument dedication)
Not anymore; I blocked this answer.

TrippedOnACloud said:
and buildings (Tamed animal buildings, such as Hog Pen, Elephant Stable, etc), then use that food production towards building workers or military units under Conquest civic.
ok. I'll look into it.

TrippedOnACloud said:
D'Teshi units: D'Tesh are blocked from building several higher-tier units by building requirements. Notably, Beastmasters cannot be built due to Groves being blocked, War Chariots and Knights are blocked due to Hippodrome being blocked. Are D'Tesh intended to be locked out of top-tier Mounted/Recon units?
Superficial opinion: Dtesh use nightmares as mounts so they should be able of building mounted units (perhaps the death knight). Idea 1: specific hippodrome UB for d'tesh? I'll look into it.

TrippedOnACloud said:
the "Gift Essence" spell appears to give XP to D'Teshi Commanders (Fort commanders) based on all units in the tile, rather than just the unit sacrificed.
added

TrippedOnACloud said:
D'Tesh can still use the Creation III spell Birth.
Not anymore. It was blocked for fallow civs. I blocked it for Dtesh too.

TrippedOnACloud said:
Side note: Had the Arms of Sucellus constellation event trigger as my undead hordes marched on Torrolerial and the desperate last stand of the Bannor and Mercurians. Proceeded to lose dozens of highly promoted Chosen (Mages) and scores of cannon fodder, with Lord D'Tesh and the Council forced to retreat. That's the kind of thing that's only supposed to happen in scripted scenarios
I feared that when I wrote it. I'll fix it.

TrippedOnACloud said:
keep up the good work
acestealth said:
Keep up the good works Ronkhar!
Thanks, guys. You deserve it :)

Deon said:
Please replace Feris model!
I tried your model on my computer. (the xml change was easy)
The body is really better but I'm not a fan of pistol+sword for that hero, who is intended to be a sniper.
Ideally, we should have the new body with the old rifle (but I don't know anything about model editing)
--> I'll keep the current design
Edit: I've the same opinion as Viatos in fact

Erikulum said:
I'm currently working on the jotnar module and I want to make it more modular. I think i grabbed most of the jotnar related entries in the XML and keeping them in the main game would be redundant.
Here's the list of entry that should be removed
Thanks. I'll remove them.

Deon said:
... new models for muris clan commander and balseraph gladiator
These look good. I'll try them ASAP.

Deon said:
Also vault gate (avaliable to everyone at KoTE) is described as Kahdi building (and gnoslings it's spawning too).
Vault gate is something specific. I'll search why it appears at KoTE.

Erikulum said:
Can't you just use the replace option in said document?
I did as much automation as I could with regexps.
(but the problems weren't the same in the dozens of files --> I needed to be really careful with mass replacing)
What now remains is inline tabs for "=" alignments. For that, I can use a Notepad++ module, each time I find something to upgrade.

Erikulum said:
Bug: Fort commander with the immortal promotion (gained from Blood of the phoenix ritual) respawn in the capital when killed. They should respawn at their original location or shouldn't get the promotion at all
okidoki

Erikulum said:
Balancing: Murris clan goblin event shouldn't happen in the early game. They spawned next to my city turn 2, game over turn 3
Possible "Game Over" just after the game begins is a feature of RifE I don't intend to remove.
Tip: If you reload the turn1 autosave, the seed changes and random events too. So that's just 2 minutes lost.

Erikulum said:
Bug: Rinwell Isle convert to demonic when it become Rinwell Isle (every 50 turn) even if claimed
Err, I'll have to check the code/pedia. I don't even remember what this Isle is/does. :confused:

cthom said:
gave the baron the subdue animals promotion, turns out there's a chance of getting the beast and the were-form. happened with a brass drake a few minutes ago.
Thanks for reporting. This bug comes from RifE. I had already noted it in the spreadsheet.

cthom said:
i re-installed Ashes and the patch
Err.. something wrong here.
Either you install FFR 13.6 + patch 13.7, or you install Ashes of Erebus 13.10.

@Moos: what A Moon answered ;)

@Mordax_Praet: Thanks for the "functional multiplayer" report :) Erikulum's previous answer worried me.

Mordax_Praet said:
Is that what Gust of Wind does?

Because I can't find any text in the game describing it's effects and I've never seen the spell light up for use

I could do with knowing what Accelerate does as well
Me too :lol: The pedia really needs this info.
--> Added to the TODO list

TrippedOnACloud said:
One other thing, are Illians under Auric Ulvin meant to go from Lawful Evil to Lawful Neutral on converting to the White Hand?
No clue --> noted.

@Mordax_Praet: your guide is really good. :goodjob: I'll definitely add lots of it to the pedia.

Opps, no more time right now. I'll answer the rest tomorrow.
Bye

Note@myself: answered --> post 257
 
It always bugged me that Ride of the nine kings can only be built if you have horses - but nightmares are no good. It makes little sense IMO.
And i am not sure it's a bug, but still: Heavy promotion increases penalty for moving in rough terrain. Today i had my dwarven defender with Heavy and Mobility promotions move 1 tile per turn in a flat terrain. Is it intended?
 
Regarding Arms of Sucellus/Undead said:
I feared that when I wrote it. I'll fix it.
Oh no, I don't mind it at all, at least for single player. It really added to the immersion of it, having Sucellus intervene to swing the tides of a crucial battle in favor of the living. I don't expect it to happen often enough to be an actual balance issue. As long as it isn't capable of doing lethal damage by itself, it's fine.

Not sure if this is possible, but worth looking into: Can volcano event erase unique features?
 
Was already in the bug list
sry about that, I've read the list now

multiplayer idea: An option for team to start close from one another on erebus map would be nice

multiplayer: When a team get a religious tech only one player get the related disciple unit. I've seen the balseraph get fellowship of the leaves when teamed with ljosalfar

imperfection: When a tile get 10 :commerce: only one gold bag is show on the tile. Didn't checked for food and production
 
did I see correctly : the flame is no more a patch but a full install of 700+Mo ?
is there
 
The ritual 'birthright regained' no longer appears to be working. Just attempted to use it with the grigori. The world spell worked fine the first time around, but there wasn't the option to use the world spell a second time after completing the ritual.
 
Hey there and stuff... I downloaded this and started up a game, but noticed that none of the balances changes have taken place. Was this done in 1.42 or whatever? And if so, is installing that over top of this mod going to mess stuff up?
The balance changes I am referring to are tweaks to health, some trader bonus adjustments, and a few other things.

I'm afraid this doesn't make any sense to me :confused:
There hasn't ever been a version 1.42: the last official was 1.41 by snarko.
Final Fixes was an unofficial patch that was the base for my changes, hence Final fixes reborn.

If you know of other "hidden" balance changes, why don't you give me a link to them? That way, I could actually know what it's about and do something about it.

It always bugged me that Ride of the nine kings can only be built if you have horses - but nightmares are no good. It makes little sense IMO.
And i am not sure it's a bug, but still: Heavy promotion increases penalty for moving in rough terrain. Today i had my dwarven defender with Heavy and Mobility promotions move 1 tile per turn in a flat terrain. Is it intended?

Will study that --> Added to the list (bugs 269 & 270)

Not sure if this is possible, but worth looking into: Can volcano event erase unique features?

There are two volcano events that are somehow related. I need to understand why before doing more (possibly stupid) changes to them (bug 196)

multiplayer idea: An option for team to start close from one another on erebus map would be nice
multiplayer: When a team get a religious tech only one player get the related disciple unit. I've seen the balseraph get fellowship of the leaves when teamed with ljosalfar
imperfection: When a tile get 10 :commerce: only one gold bag is show on the tile. Didn't checked for food and production
Will study that --> Added to the list (bugs 271,272 & 273)

did I see correctly : the flame is no more a patch but a full install of 700+Mo ?
is there
Ahhh! mais parle-moi français ; j'ai rien compris là :lol: C'est quoi "the flame" :confused:
info@others: Calavente is french --> I'll understand him better if he speaks to me in french, our common native language. ;)

Final Fixes Reborn has been a full install (aka including Rise from Erebus) since June --> 13.6 was 700 MB
In July, I added a small patch "13.6 to 13.7"

The october version featured a lot of changes, notably a change of name and gamepath. ("Rise from Erebus" --> "Ashes of Erebus")
The solution of creating a "13.7 to 13.10" patch with lots of instructions to manually move and delete files would have been too complex for many users, that's why I decided to publish this last version as a new standalone file. (This way, only people with limited bandwidth will hate me :p)

The ritual 'birthright regained' no longer appears to be working. Just attempted to use it with the grigori. The world spell worked fine the first time around, but there wasn't the option to use the world spell a second time after completing the ritual.

Confirmed, and already in the bug list. (bug 221)
I was told this hasn't worked for a long time, possibly years.
Unfortunately, the relevant code is only 2 lines long, and I don't see the cause of the problem.
Code:
elif iProjectType == Project["Birthright Regained"]:
	pPlayer.setFeatAccomplished(FeatTypes.FEAT_GLOBAL_SPELL, False)
 
I'm afraid this doesn't make any sense to me :confused:
There hasn't ever been a version 1.42: the last official was 1.41 by snarko.
Final Fixes was an unofficial patch that was the base for my changes, hence Final fixes reborn.

If you know of other "hidden" balance changes, why don't you give me a link to them? That way, I could actually know what it's about and do something about it.


Sadly I no longer appear to have access to that link, not that I was supposed to give it out as it was part of the developmental updates. Apparently some balances changes didn't make it into 1.4 - I recall some alterations to the expansionist and trader traits. Some civic changes(?) and a few other things. I don't recall if they didn't make it into 1.4 because the changes weren't ironed out or if that development portion simply wasn't added in at the time of 1.4's release (possibly both). Perhaps Valkrion or Opera can fill you in.

In the event it was the former, I can see about ironing out some of the changes for a patch release.
 
If the code you're talking about is this folder
Code:
http://sourceforge.net/p/rife/code/HEAD/tree/Development/
then it's not necessary. They told me this part of the code was clearly outdated and that anything useful had made it to the public part.

If it's something else, I've never heard about it.
 
Hi. The easiest way is to send only the relevant entry(ies).

1) The subject
Either you explain the position (for example, pedia, spell "gust of wind", description field), or you can give the TXT_KEY if you know it (for example, TXT_KEY_SPELL_GUST_OF_WIND_PEDIA)

2) The string
A standard text is already a good thing.
If you know how/when to use the pedia tags, it's even better.
And if you're knowledgeable in one of the non-english languages, it's fantastic (I can only translate from/to french)
 
I just stumbled into these forums and, lo and behold, I find that RiFE has been revitalized! It's by far my favorite 4X game and I am giddy with joy!

Thank you, thank you, thank you!

I've started up an old RiFE game, a few days ago, now I have this Ashes of Erubus to look forward to once I've finished. Today is a good day.

Just downloaded Ashes, will install soon and will start reporting errors/bugs as I can. I just wanted to post to thank you directly, Ronkhar. Thanks! Thanks for keeping this great game alive!
 
Ahhh! mais parle-moi français ; j'ai rien compris là :lol: C'est quoi "the flame" :confused:
info@others: Calavente is french --> I'll understand him better if he speaks to me in french, our common native language. ;)

Final Fixes Reborn has been a full install (aka including Rise from Erebus) since June --> 13.6 was 700 MB
In July, I added a small patch "13.6 to 13.7"

The october version featured a lot of changes, notably a change of name and gamepath. ("Rise from Erebus" --> "Ashes of Erebus")
The solution of creating a "13.7 to 13.10" patch with lots of instructions to manually move and delete files would have been too complex for many users, that's why I decided to publish this last version as a new standalone file. (This way, only people with limited bandwidth will hate me :p)
/me is owned

in fact I had in my "modmod installers-folder" multiples Flame of Erebus archives. so I thought that FFReborn "small name" was Flame of Erebus.
But I remember now that it was the patches BEFORE you started to program things....
so now I'll dl the 700+Mo file :p
 
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