Final Fixes Reborn

1) yeah, it's intended. I felt it was a good way to clean up the tech tree

2) not sure what's happening here, i don't see anything in the xml that could cause an issue. (Edit : are you part of the overcouncil maybe, it may limit some civic options?)
 
1) yeah, it's intended. I felt it was a good way to clean up the tech tree

2) not sure what's happening here, i don't see anything in the xml that could cause an issue. (Edit : are you part of the overcouncil maybe, it may limit some civic options?)

No, not an Overcouncil member.

EDIT: Okay, so the unavailable Civics are not only the ones requiring a specific state religion (Arete, Guardian of Nature, Sacrifice the Weak, and Social Order), which is understandable, but also Theocracy, Religion, and Glory.

Is it possible that there's some connection between this and the tech tree? In other words, since the religion techs have been removed from the tech tree, then any religion-connected civic gets blocked out? I'm not a programmer, so maybe I'm completely off base here, but just wondering if that might be the reason that Theocracy, Religion, and Glory are unavailable.
 
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Hello.

I am a Master of Mana and FFH2 player. I would like to know : is this the best version of the mod playable ? I see another thred named "Rebirth and Legend" but it looks like a dead mod.

Is there any update planned for this version Reborn ?
 
No, not an Overcouncil member.

EDIT: Okay, so the unavailable Civics are not only the ones requiring a specific state religion (Arete, Guardian of Nature, Sacrifice the Weak, and Social Order), which is understandable, but also Theocracy, Religion, and Glory.

Is it possible that there's some connection between this and the tech tree? In other words, since the religion techs have been removed from the tech tree, then any religion-connected civic gets blocked out? I'm not a programmer, so maybe I'm completely off base here, but just wondering if that might be the reason that Theocracy, Religion, and Glory are unavailable.
No the tech thing is only display-related. I do remember something weird going between civics and agnostic civs, but i thought i had fixed it. i'll take a look when i can ( see below)

Hello.

I am a Master of Mana and FFH2 player. I would like to know : is this the best version of the mod playable ? I see another thred named "Rebirth and Legend" but it looks like a dead mod.

Is there any update planned for this version Reborn ?
I'm not saying it's the best, that's up for the players to decide, not me. But it's the most alive at the moment. And yeah more updates are planned. (See below) :



Sorry for the lack of updates these lack few weeks .but my main computer has been in the repair shop for the last 5 weeks and i'm not scheduled to get it back before another month, so i'm basically unable to seriously work on the game. I've been doing some design work (and there are some related dev diaries that may come up soon) and been working on the pedia to improve it a bit. If you have suggestions or reports about stuff that's unclear of missing in the pedia ( game-related, not lore-related), please tell me. In other news, i gave dev access to Bearmarshal so that he can commit some balance tweaks on spells and events that he worked on, so you may see that coming up at some point.
 
Are Sheaim Burning Eyes that arrive through the Planar Gate supposed to die whenever they attack via airstrike? There is no "you're unit has been defeated" message, it just attacks and then disappears.
 
No, not an Overcouncil member.

EDIT: Okay, so the unavailable Civics are not only the ones requiring a specific state religion (Arete, Guardian of Nature, Sacrifice the Weak, and Social Order), which is understandable, but also Theocracy, Religion, and Glory.

Is it possible that there's some connection between this and the tech tree? In other words, since the religion techs have been removed from the tech tree, then any religion-connected civic gets blocked out? I'm not a programmer, so maybe I'm completely off base here, but just wondering if that might be the reason that Theocracy, Religion, and Glory are unavailable.
Isn't Glory civ-specific or something?
 
Is there a known stable rev to revert to? I am on my 3rd game that becomes unloadable.

Historically, if I loaded the first save of the game, then, an interim save, it would let me eventually load the current game. But now, with all 3 games, I have hit a point where the game just crashes at a specific point and/or gets caught in the "infamous python bug" making the interface disappear.

It seems to happen, you know, right when I start to get invested in a game ... is one of the late 200 revisions more stable, or is this just the state of the world until B_I's computer is back/the python bug is quashed?
 
Isn't Glory civ-specific or something?

It's specific to the Scions, which is the civ I'm playing. I mentioned that in an earlier post, which it seems you didn't see. The post you quoted was the continuation of that discussion. So the issue was that although I was playing as the Scions, I couldn't adopt Glory, and when I checked the Civics screen I saw that Theocracy and Religion were likewise unavailable, making me wonder whether this might reflect a larger issue.

I just reread this and saw that it might sound snappy, which isn't my intention (tired, long day), so I hope you didn't misread the tone of my reply.
 
Hi, I'd like to report a bug.

In my current game (Lanun, Monarch, latest SVN beta), my adepts seem capable of learning from far more schools of magic than they should be able to. I have acquired no mana except my starting mana but they are capable of getting promotions for air, dimensional, shadow, spirit, and sun, despite my not having any of those nodes.

These are, I might add, nodes which I *had* built in my last game, which was in 14.11, Amurites, Monarch. I am unsure if the two are related.

I have attached the last three autosaves for my Lanun game and the manual save for the Amurites game.

While on this subject, I have had some difficulty with loading autosaves in the latest beta, which is why I attached three. Loading any of the first two seems to result in CTD whenever I try to load the latest two autosaves (the third autosave seems fine however). This has happened several times, I can play past two turns on without difficulty however.

I would upload a screenshot also but it's late and loading the saves can be sort of a pain for the above reasons. I will try to attach a screenshot later.

ETA: Other, relatively minor issues I have had with the beta involve the diplomacy screen and turn length. Sometimes, the diplomacy screen will not display any options, making diplomacy impossible (I did not capture this with a screenshot unfortunately). I have not experienced this problem lately however and reloading a save fixes this. Also, turn length takes a fairly long time for me, up to 2-3 minutes at times. This I think may be because I am playing with a lot of civs (I generally play with 18-20 on the map) and autosave every turn.
 

Attachments

Have added screenshots detailing the bugs I have reported above, as well as further save games (just tested one of these, 493, and it worked when I loaded it).
 

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Is there a known stable rev to revert to? I am on my 3rd game that becomes unloadable.

Historically, if I loaded the first save of the game, then, an interim save, it would let me eventually load the current game. But now, with all 3 games, I have hit a point where the game just crashes at a specific point and/or gets caught in the "infamous python bug" making the interface disappear.

It seems to happen, you know, right when I start to get invested in a game ... is one of the late 200 revisions more stable, or is this just the state of the world until B_I's computer is back/the python bug is quashed?

For the python bug, i need confirmation that it only happens to people using the svn version directly. If that's the case, i will organize a new way to install the game without the svn files causing issues. If it's not the case, i'll do the failsafe that i have planned. To help me with that, try to switch to the svn version of the game downloaded directly on sourceforge : https://sourceforge.net/p/ashesoferebus/code/HEAD/tarball and tell me if you still get the python bug.


For the general stability, that's much more my fault, if you upload the saves, i'll see about fixing the issues when i get my computer back.

As for the slowdowns, i'm trying to pinpoint which revisions they really started on, to know what system caused them. If you can check revision 121 and tell me if you experience issues, that'll be helpful.




It's specific to the Scions, which is the civ I'm playing. I mentioned that in an earlier post, which it seems you didn't see. The post you quoted was the continuation of that discussion. So the issue was that although I was playing as the Scions, I couldn't adopt Glory, and when I checked the Civics screen I saw that Theocracy and Religion were likewise unavailable, making me wonder whether this might reflect a larger issue.

I just reread this and saw that it might sound snappy, which isn't my intention (tired, long day), so I hope you didn't misread the tone of my reply.
Yeah, it's most likely the religion-civic stuff, i'll take a look when i can.

Hi, I'd like to report a bug.

In my current game (Lanun, Monarch, latest SVN beta), my adepts seem capable of learning from far more schools of magic than they should be able to. I have acquired no mana except my starting mana but they are capable of getting promotions for air, dimensional, shadow, spirit, and sun, despite my not having any of those nodes.

These are, I might add, nodes which I *had* built in my last game, which was in 14.11, Amurites, Monarch. I am unsure if the two are related.

I have attached the last three autosaves for my Lanun game and the manual save for the Amurites game.

While on this subject, I have had some difficulty with loading autosaves in the latest beta, which is why I attached three. Loading any of the first two seems to result in CTD whenever I try to load the latest two autosaves (the third autosave seems fine however). This has happened several times, I can play past two turns on without difficulty however.

I would upload a screenshot also but it's late and loading the saves can be sort of a pain for the above reasons. I will try to attach a screenshot later.

ETA: Other, relatively minor issues I have had with the beta involve the diplomacy screen and turn length. Sometimes, the diplomacy screen will not display any options, making diplomacy impossible (I did not capture this with a screenshot unfortunately). I have not experienced this problem lately however and reloading a save fixes this. Also, turn length takes a fairly long time for me, up to 2-3 minutes at times. This I think may be because I am playing with a lot of civs (I generally play with 18-20 on the map) and autosave every turn.

Have added screenshots detailing the bugs I have reported above, as well as further save games (just tested one of these, 493, and it worked when I loaded it).

Thanks for the reports, i'll take a look as soon as i can. for the turn length, see my answer above. For the diplomacy options, i know what line causes an issue though i don't understand yet what the issue is, i know of a quickfix but it comes with its own problems that i discovered only recently (it causes OOS in multi).
 
Played 40 turns of revision 121, which is much faster in speed. Haven't had a chance to test available spell promotions for adepts. Haven't seen any issue with diplo screen or loading autosaves. All played in same starting conditions as my original Lanun game.
 
I have the current version (a few weeks ??) on win10 ; installed from DVD ; I'll check the version.
however, currently, I CTD everytime when I open AoE and load a savegame.... unless I restart my computer. In that case I can open AoE, then load game / save-reload...Etc
 
I have the current svn snapshot... I get "failed to compress game data" and I crash when loading saves.
 
I have now committed my changes to SVN, making the latest revision 301. These changes have primarily focused on spells and random events, and especially their requirements. It also fixes some issues in the Python code which would previously cause unexpected behaviour, especially with spells.

I've taken the fire extinguishing mechanic out of the Spring spell and made a new spell of it: Dousing Torrent. This is to avoid accidental terraforming when having to put out fires in your land.
I've also made a pair of new options for some random events, but I won't disclose which. ;)

Finally, Python modders may want to note that I have redone the way spell areas are calculated, switching away from the hard-coded "array of offsets" approach to a more dynamic generator based on DLL callbacks.

This revision is save compatible.

________________________________

I have the current svn snapshot... I get "failed to compress game data" and I crash when loading saves.

Are you trying to load a save made before updating to the current svn snapshot? Not all updates are save compatible, as they may add or remove items which have to be stored in the save file (e.g. units, buildings or promotions).
 
I have now committed my changes to SVN, making the latest revision 301. These changes have primarily focused on spells and random events, and especially their requirements. It also fixes some issues in the Python code which would previously cause unexpected behaviour, especially with spells.

I've taken the fire extinguishing mechanic out of the Spring spell and made a new spell of it: Dousing Torrent. This is to avoid accidental terraforming when having to put out fires in your land.
I've also made a pair of new options for some random events, but I won't disclose which. ;)

Finally, Python modders may want to note that I have redone the way spell areas are calculated, switching away from the hard-coded "array of offsets" approach to a more dynamic generator based on DLL callbacks.

This revision is save compatible.

________________________________



Are you trying to load a save made before updating to the current svn snapshot? Not all updates are save compatible, as they may add or remove items which have to be stored in the save file (e.g. units, buildings or promotions).

Nope. Installed Ashes today after taking a break from civ for a while, so it was a clean install.
 
Some observations from my current game, Revision 300, playing as the Scions.

1) Like Praetorians, Martyrs of Patria require the God King civic to be built. Unlike Praetorians, however, they won't abandon you if you switch out of God King. My preference would be to get rid of the civics requirement to build them, since they're basically supposed to be the Scions' replacement for Assassins, starting with Marksman as they do. Seems unduly limiting the way it is now.

Honestly, I would also be in favor of getting rid of the civics requirement for Praetorians -- and Royal Guards, tor that matter -- and just maintaining a National Unit limit, but that might be more than most players would like.

2) When I checked, the Mercenary pool included two Emperor's Daggers and a Horned Dread. The Civilopedia has them both as National Units, so maybe the easiest way to fix this would be to make them World Units instead, so they don't show up in the Mercenary pool.

3) I know this has been discussed previously, but I still think you should consider Scion UB replacements for the Lighthouse, Smokehouse, Granary, and Salthouse, since food production and storage are irrelevant to how Scion cities grow. I guess the way I think of it is that whatever food the Scions are gathering or harvesting they're using either in commerce, or trade, or as raw materials for production. So their Lighthouse replacement UB could offer something like +2 trade routes instead of +1 trade routes and +1 food. Replacements for the other three buildings could provide either a production or commerce bonus instead of food storage. Scion cities don't grow with food, so having their buildings reflect that would make sense, I think.
 
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