Final Fixes Reborn

There's a couple of solutions to your production dilemma, involving religion:
Fellowship of Leaves -> Priests of Leaves -> Bloom to create Forests -> Lumber Mills.
Runes of Kilmorph -> Soldiers of Kilmorph -> Dwarven Mines. You can fit 4 in the BFC of a normal city, or 5 in a 3rd-ring city (City of a Thousand Slums/Kuriotates).
Runes of Kilmorph -> Stonewardens -> Earth's Bosom to create hills out of flatland.
 
Yes I know there are solutions.
Lumbermills are very powerful in rife (while they are rather pathetic in ffh). But going Fol to increase production is a bit weird...
Concerning RoK, you are also right, but the poor yield of workshops tend to make this religion, that is already probably the most powerful, almost mandatory in some situations.

And what about scions, illians, grigoris...

What I just mean is that denerfing workshops would increase the player choice and hence the diversity and interest of the game.
 
/me wants to facepalm himself, then breathes deeply and sighs:"Humans..." :cry:

Common sense says: When you want to post an answer to someone's thread, you should read the 1st post in order to know what people are talking about.
I even spent time creating a nice schema linked on the 1st line so that anyone could understand easily.
Now please spend some time reading posts #1 and #3.

Ah, it sounds like you're still playing the original Rise from Erebus, which is the modmod(mod?) that Ashes of Erebus, formerly Final Fixes Reborn, is based on.

You'll want to head to the first post in this thread (Final Fixes Reborn) and follow the instructions/links found there. Ronkhar and the other AoE folks have done a great job of fixing bugs and continuing Kael's glorious legacy.


Ahhh, I didn't realize this was an entirely different patch, just simply the newest thread in RiFE's bug reports/fixes.

My mistake, I should have read the initial posts more carefully. Thanks for the help.
 
I support Ghostslayer : workshops (and mind/water mill) need to be stronger than earlier improvements. However the nice way to make this is to balance them with limitations : no resource linking... civic needed ... etc so people do not everflow their terrain with those.
but workshop being low-prod is bothersome. (it is already the only improvement that has a -X yield).

IMO, workshops should be, end-game : -1 / 4 / 1 ... and -1 / 5 / 1 with irrigation. (so they compete with watermill and farms (thus on a river plain they are 0/4/1: same as a mine hill (note that endgame mine-hill on river is 0/5/1, notcounting arete).

(wind mills are not strong enough IMO: they are limited to hills.. and while they have quite interesting totalt yield : don't really do a good job on any yield : 2/2/2 IIRC ? so you can't use them to specialize.. and, of course, they don't pop resources nor collect resources.)
...Etc

a MoM mechanics could be cool (and maybe limited to those 3 improvements):
keep their yield, but have either
-the yield of those improvements improved by surrounding imp: windmill : +1C per touching farm, +1P per touching quarry / workshop : +1p per touching pasture +1c per touching mine-hamlet / watermill : +1c par touching farm, +1p per touching workshop-hamlet
OR
-these improvements are "medium-yield" but improve nearby improvements' yield: windmill/watermill : +1F for touching farms-pastures / +1P for touching quarry/mine (provides workforce) / workshop : +1F to touching pasture-plantation / +1P to touching mines-quarry / +1c to touching camps (provides better tools)

or any other yield that is thematic and balanced for improvement-couples

best regards
 
-these improvements are "medium-yield" but improve nearby improvements' yield: windmill/watermill : +1F for touching farms-pastures / +1P for touching quarry/mine (provides workforce) / workshop : +1F to touching pasture-plantation / +1P to touching mines-quarry / +1c to touching camps (provides better tools)
I like this idea. And, yes, Workshops REALLY need a bump up. If you don't go RoK, there's NO WAY to increase the production of certain cities. I realize that's also how vanilla has it, but vanilla's religions are a flavor thing than a power booster.
 
btw, i also asked for a full text dump, where do i find it?
It should be in My Documents->My Games->Beyond the Sword->Logs, I think.
 
There is a bug with the event which features an ancient grave.

The first 3 options have the results written out, the last one does not, and appears to increase the commerce of the square by 1
 
There is a bug with the event which features an ancient grave.

The first 3 options have the results written out, the last one does not, and appears to increase the commerce of the square by 1

You're probably speaking of the event ANCIENT_BURIAL (Some locals in your empire have discovered that the nearby mound is actually an ancient burial site for some forgotten warrior! They are fearful of the consequences of disturbing the grave.)
Here is the code for the 4th answer. I don't see anything changing the yield. (but I woke up only recently, so I could have missed it)

Code:
<EventInfo><!--Ancient Burial  events-->
			<Type>EVENT_ANCIENT_BURIAL_4</Type>
			<Description>TXT_KEY_EVENT_ANCIENT_BURIAL_4</Description>
			<bPickCity>1</bPickCity>
			<PythonCallback>doAncientBurial4</PythonCallback>
			<PythonHelp>helpAncientBurial4</PythonHelp>
			<PythonCanDo>cannotApplyGood</PythonCanDo>
			<Button>,Art/Interface/Buttons/Process/Blank.dds,Art/Interface/Buttons/Beyond_the_Sword_Atlas.dds,8,5</Button>
			<iAIValue>1000</iAIValue>
		</EventInfo>

def doAncientBurial4 (argsList):
	iEvent = argsList[0]
	kTriggeredData = argsList[1]
	pPlayer = gc.getPlayer(kTriggeredData.ePlayer)
	pPlot = gc.getMap().plot(kTriggeredData.iPlotX, kTriggeredData.iPlotY)
	if CyGame().getSorenRandNum(100, "Skeleton")<40 :
		bPlayer = gc.getPlayer(gc.getDEMON_PLAYER())
		newUnit = bPlayer.initUnit(gc.getInfoTypeForString('UNIT_SKELETON'), pPlot.getX(), pPlot.getY(), UnitAITypes.NO_UNITAI, DirectionTypes.DIRECTION_SOUTH)
		newUnit.setName("Ancient Warrior")
		newUnit.setHasPromotion(gc.getInfoTypeForString('PROMOTION_HEROIC_DEFENSE'), True)
		newUnit.setHasPromotion(gc.getInfoTypeForString('PROMOTION_HELD'), True)
	else:
		pPlayer.changeGold(90)
 
Pristin pass also does not appear, along with triforce and related items
For otherwise unimplemented mechanics, the shard of wisdom as is (+2 research per kill) does not work, while I can confirm the mekaran gladiators do manage to "loot" culture
 
The lair equipment, (ring of striking, heart amulet, ring of perception, hauberk of abjuration) does not appear to drop anymore.

The mekaran berserker augumentation does not appear to notice when you receive a "special effect" which according to the civopedia includes attacking multiple times per turn and additional attack str increases
 
Pristin pass also does not appear, along with triforce and related items
For otherwise unimplemented mechanics, the shard of wisdom as is (+2 research per kill) does not work, while I can confirm the mekaran gladiators do manage to "loot" culture


The lair equipment, (ring of striking, heart amulet, ring of perception, hauberk of abjuration) does not appear to drop anymore.

The mekaran berserker augumentation does not appear to notice when you receive a "special effect" which according to the civopedia includes attacking multiple times per turn and additional attack str increases


I remember these issues being reported for some time now.
 
Are you sure about the random equipment? I'm pretty sure that in one of the RiFE 1.4 versions I played had the items working perfectly fine. I went from 1.4 base through all 3 of snarko's bugfixes
 
The lair equipment, (ring of striking, heart amulet, ring of perception, hauberk of abjuration) does not appear to drop anymore.

Hmm. I know for sure they were showing up in version 13.7 (the previous base version, before it was renamed to Ashes of Erebus in 13.10). Now that I think about it though, I haven't seen any of the Lair equipment show up in my last couple of games in 13.10.
 
I've asked elsewhere... but couldn't get an answer. How do you turn off (or on for that matter) the debug mode? Everytime I start a game now all the unique features, spells, and relgions are gone... it says it's in debug mode... but didn't see an option for that. Can someone help me out here? I've been itching to play for a couple days now lol. Nevermind I fixed it... sorry for bothering everyone. :)
 
Khazad's Dwarven Vault pedia entry does not reflect the city description regarding the Training Rate Modifiers, for example, that Dwarven Vault (low) attracts a -0.50 Training Rate Modifier.

(Mind you I don't know if the modifier is actually being applied in-game)
 

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Hmm. I know for sure they were showing up in version 13.7 (the previous base version, before it was renamed to Ashes of Erebus in 13.10). Now that I think about it though, I haven't seen any of the Lair equipment show up in my last couple of games in 13.10.

I've tracked down the disparition of lair equipments. It happens between R47(=OK) and R48 (=broken)
Public release 13.10 corresponds to code release R49 --> your impression is right.

The only change to lairs in R48 update was snarko's fix

I'll revert it and see if the equipments spawn again.
 
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