Final Fixes Reborn

@Fomorian: Out-of-sync errors are the eternal bugaboo of Ashes, RiFE, FF, and to some degree even basic FFH. Probably as close to a solution as exists is to try that PitBoss thing that lets you essentially play-by-email, and if that sounds very unfortunate, it is. But so many, many things can cause OOS.

Thanks, although I knew this already, having combed through the net for more or less a year.
Just thought, since it occures only with the actual svn and not with the 14.11 it might be an interesting information, considering that not everybody who would delight in the game might be willing to try the svn, it might become a far more wide spread problem with a new official release, which would just be bollocks, since this mod is by far the best version of Civ (as far as I'm concerned) that I have ever played.

ATM we stick to playing 14.11 (since steam on ubuntu seams not to work for me. Oh, well...)
 
So you're saying that the only functional map is the Erebus one? Are ErebusContinent and WorldOfErebus not functional then?

Sorta-kinda. I know at least one of those (the one with lots and lots and lots of mountains) generates weird "layered terrain" sometimes, like a grasslands floodplain that's worth an additive amount of food (no idea what happens if you terraform one of those) and I don't know how well it understands what to do with new features that weren't around when it was first created.
 
Hello all,
first I want to give a big thanks to programmers and contributors, since my wife and I are playing civ4 solely for this mod (even bought the steam edition lately on top of the gamespy version, while trying to solve the following problem).

Since the difficulties we experience are ooc-related I have not been able to find a functioning solve on the internet up till know, so I figured you would at least want to know.

Bug(?): Immediate ooc after starting a mp-game with two players on a LAN.

Measures taken/Prequisites:
-We both use win10 OS
-We are on a LAN (avm fritz.box router)
-My wife is on port 2056, I'm 2057
-Portforwarding is activated both in router and firewalls
-Civ:BTS 3.19 (steam:original_release)
-AoE:svn284 (last try, the latest official release 14.11 seems to work fine though)
- edit: caches have been cleaned with shift on start and manual, no difference

Maybe this helps shed some light on the problem.

Thanks again for your great work

F.
There should be a log file created somewhere in the bts folder when an OOS happens, if you can get me that file, i can look into it.

Got the game running. Anyone know if there's a Mod that adds to map selection (more scripts, bigger maps, and more default players?) I seem to recall more map options when I last played ~2 years ago, though that may have been Rise and not Ashes...

Edit: When I say "more scripts" specifically, I'm looking for a map that produces something more akin to Middle Earth. More open regions still separated by mountain ranges, maybe a large sea on one side or in the middle. stuff like that. Though anything with interesting scripts that support AoE would be nice.


So you're saying that the only functional map is the Erebus one? Are ErebusContinent and WorldOfErebus not functional then?

Erebus, ErebusContinent and WorldOf Erebus are able to use all features of AoE. (they have a few quirks as Viatos mentioned, but those are older). Some other maps are available but they may mishandle some stuff.
 
Erebus, ErebusContinent and WorldOf Erebus are able to use all features of AoE. (they have a few quirks as Viatos mentioned, but those are older). Some other maps are available but they may mishandle some stuff.

I use the Tectonics map script (Tectonics 316, I think it's called) and really like the maps it generates. Are there features of AoE I'm missing by playing a Tectonics map? Oh, and I'm not playing the SVN, just the last released "regular" version of the mod.
 
Slight issue - whilst the Austrin Tracker can upgrade to the Recurve Bowman or the Assassin, it can't actually upgrade to the Beastmaster, meaning that the Austrin, despite being a recon-focused civ, don't have any way to upgrade to the top-tier recon unit.

Similarly, whilst the Ljosalfar get boni to all archer units, because they miss out on the Crossbowman with any equivalent unique unit, their strongest unlimited archer unit is actually weaker than most civs' strongest unlimited archer unit. I know that the Crossbowman used to be a limited unit - if it is to remain freely available, all those currently missing Crossbowman need looking at to see what can be done instead.
 
Slight issue - whilst the Austrin Tracker can upgrade to the Recurve Bowman or the Assassin, it can't actually upgrade to the Beastmaster, meaning that the Austrin, despite being a recon-focused civ, don't have any way to upgrade to the top-tier recon unit.

Similarly, whilst the Ljosalfar get boni to all archer units, because they miss out on the Crossbowman with any equivalent unique unit, their strongest unlimited archer unit is actually weaker than most civs' strongest unlimited archer unit. I know that the Crossbowman used to be a limited unit - if it is to remain freely available, all those currently missing Crossbowman need looking at to see what can be done instead.

noted for both, i'll find something interesting to do with them.
 
I've seen both kelp and haunted lands in my games, but don't remember if they were there from the start or appeared later.

They'll have spawned with worldgen, though kelp does grow of its own accord, and haunted lands can do likewise on Patrian-owned tiles IIRC.
 
Is it planned to improve religions like empyrean or council of esus ? At the moment there are religions that are much stronger than others (RoK, AV, Order). OO is nice but could have more flavour. FF in my opinion has been nerfed too much since ff2. Even if it was way too strong before I think that the unit production reduction from the civic should be removed and maybe give 1 wealth to camps.

Empyrean is weak compared to RoK and Order. Its soldiers aren't that good and come too late. The religion also lacks a champion like disciple unit like the crusader or the paramander although from a lore perspective it can be understandable. The main problem with this religion is that it brings almost no economical advantage which is very strange since it's a religion that praises wisdom, reflexion and tolerance. Except CoE, every religion of the game gives you something to boost your economy if you choose it as your state religion. I think that Empyrean should have a strong labor or economic civic and a building to boost your economy because at the moment everything the religion has it's his only (but very good) hero and his high priests.

CoE also needs improvements. The shadowrider is good but you get it very late. The hero is a mage hero so it's always good to take. The promotions should be improved. Fade away for exemple is worse than flanking. It should be better or maybe bought with gold. Also something for their economy. Maybe something that gives gold since they seem to be close to organized crime or science for their spies networks.
 
i do have an intention to give both Empy and Esus a unit using the CityBonus and Aura mechanics. (citybonus are promotions that give a unit a passive effects on nearby towns, think Stephanos' unhappiness or Muris Goblins' unhealth, Aura works similarly but on other units instead of cities)


The Empy one would be a diplomat, a non-fighting unit able to give boost to cities ( both yours and neutral ones), along with bonus to diplomatic relations. It'll gain passive xp like arcane units and unlock better bonuses with promos, including a spell causing an aura preventing battles in range.

The Esus one would be a saboteur, a similar unit but causing maluses of various sort to units and cities.


there's other stuff in addition to that, but that's the two things i intend to add soonish
edit: both would be national units
 
How stable is the current SVN version compared to 14.11, and what are the feature differences between the two versions, and is there a plan to release a 15.x/16.x at some point?
 
14.11 is more stable than svn 286.

Emergent leaders are the main difference. Some of them actually have three traits. They are not finished.
 
Bug report: Aeron's Chosen (svn 286)
That event gifted the promotion to Bannor Captain Curly (Hill Giant) who had hidden nationality but not marksman.
Noone had researched poisons at that time.
 
FF in my opinion has been nerfed too much since ff2. Even if it was way too strong before I think that the unit production reduction from the civic should be removed and maybe give 1 wealth to camps.
Their priests can plant forests. Repeatedly plant and chop them at range 3-6 from your cities. That more than offsets the civic production reduction.


Another BUG report: (svn 286)
Event text seems to be missing. See picture.

Some turns later the next event was fine.
 

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Their priests can plant forests. Repeatedly plant and chop them at range 3-6 from your cities. That more than offsets the civic production reduction.
And if you're one of the elven civs there's no real reason not to go for it when you get +1 hammers/commerce on every tile due to ancient forest. Of course, being unable to put lumbermills on ancient forest isn't exactly great but for lore reasons is entirely understandable.

Though of course I would hardly object to FoL getting +1 hammers or commerce on camps, particularly hammers as currently camps reduce hammer production on their tiles. Something to give the non-elves a reason to take it.
 
How stable is the current SVN version compared to 14.11, and what are the feature differences between the two versions, and is there a plan to release a 15.x/16.x at some point?

The 14.11 is more stable, but has less features and bugfix in it . in terms of new features, you have :
-Emergent Leaders system. the emergent leaders gain xp when doing actions related to their trait, leveling it up, unlocking more bonuses. Currently 9 of them are mostly finithed.
-Mercenary System. Can recruit from a random selection of units using gold. Hippus can put their own units on sale through that system.
-Improved AI (this is a work in progress), Scions handle their awakened better and all civs start having better use of their arcane units.

There's plenty of smaller stuff too.

We do plan another release, when we get to a stable point and we have finished a dozen emergent leaders.

Bug report: Aeron's Chosen (svn 286)
That event gifted the promotion to Bannor Captain Curly (Hill Giant) who had hidden nationality but not marksman.
Noone had researched poisons at that time.
noted, i'll check

Another BUG report: (svn 286)
Event text seems to be missing. See picture.

Some turns later the next event was fine.
thanks for the report
 
The 14.11 is more stable, but has less features and bugfix in it . in terms of new features, you have :
-Emergent Leaders system. the emergent leaders gain xp when doing actions related to their trait, leveling it up, unlocking more bonuses. Currently 9 of them are mostly finithed.
-Mercenary System. Can recruit from a random selection of units using gold. Hippus can put their own units on sale through that system.
-Improved AI (this is a work in progress), Scions handle their awakened better and all civs start having better use of their arcane units.

There's plenty of smaller stuff too.

We do plan another release, when we get to a stable point and we have finished a dozen emergent leaders.

Which emergent leaders are finished?
 
Lorelei, Naxus, Corane, Gaius, Reorx, Yakut, Mordmorgan are done, up to tweaking and a few missing help texts.
Hafgan, Gimil are being made ( Hafgan is mostly done but i'm thinking of adding a few things to him yet, Gimil is a bit less advanced).
Duin is next, design is more or less done, need to implement it.

suggestions and discussions of current ideas are always welcome. You can see most of the emergent leader design work here : https://docs.google.com/spreadsheets/d/1cjEfA_NBkVV1xyx6nyAP7D2pay_xG813mB4FkYCYEwo/edit#gid=4
 
Well I'm having an issue. One of my saves is not working that often. It crashes, has no UI, or text in diplomacy, but before today after like maybe 5-6 tries it would work. Now it took well over 40+ loads until it would work. Then when it did load without any issues it crashed when it was loading the next turn. :(

Can anyone test to see if they can load the save on their end a few times with no problems? I'm using the SVN version 286.
 

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