Final Fixes Reborn

A further note on the overabundance of resources. When the resource discovery rate is too high it over powers the corporations. I am playing on Marathon setting. Maybe the resource discovery rate isn't being prorated properly based on game duration settings?
 
From what i gathered, the mod folder was not installed in the correct folder, it should go in the Mods folder that is in the game installation folder : Steam/steamapps/common/Sider Meier Civilization 4 / Also, ensure that the Mods folder in there is called Mods and not MODS, some stuff is cases sensitive and it seems steam may misinstall it.

Thanks ALOT! That was the problem. Wrong mod folder:thumbsup:
 
Trade Weirdness:

1. Why does the a.i. not value reagents? Not only does reagent add two health when combined with herbalists, but they are needed to upgrade arcane units, and they tend to be rarer than most other resources. IMO, the a.i. should value reagents almost as highly as military resources like horses and metals.
2. Why is the a.i. only ever interested in one of each mana type? Certain mana types they should want as much as they can get of, and the others they should want as many as four to provide the free spell promotions.
3. Why does the a.i. hate ivory? I understand that in regular Civ, ivory is a tainted resource. Should it be that way in a fantasy mod? IMO, probably not, unless we are trying to make some kind of statement ourselves, in which case one of the Over Council resolutions should be to end the ivory trade.
I don't know how AI values resources in trade, i'll look into it. for 3, i suspect the initial values haven't been changed which cause a similar effect ^^
A further note on the overabundance of resources. When the resource discovery rate is too high it over powers the corporations. I am playing on Marathon setting. Maybe the resource discovery rate isn't being prorated properly based on game duration settings?
Corporations as they currently are is soon to be cut, but the general point, i keep in mind ^^ i'll look for the game speed thing
Thanks ALOT! That was the problem. Wrong mod folder:thumbsup:

you're welcome
 
I don't know how AI values resources in trade, i'll look into it. for 3, i suspect the initial values haven't been changed which cause a similar effect ^^

Corporations as they currently are is soon to be cut, but the general point, i keep in mind ^^ i'll look for the game speed thing


you're welcome

Do you know why I can't see the resources in the city screen? I have adjusted the resolution many different ways and I can't get it to work?

upload_2016-12-28_17-20-13.png
 
Hey Black Imperator, wanted to say thanks for keeping such a fantastic mod alive and interesting. I play other games, but all the possible strategies and complexities of Ashes or other modmods of FFH2 always pulls me back. Two quick questions for you. I was using the svn version a while back and had to rebuild my hard drive, I can certainly get that going again, but was curious if you have any type of time frame for a separate stable release. I love the constant updates, but am looking forward to a newer stable version with all these changes. Hope I'm not sounding demanding at all; not trying to rush you, just curious. Second question was about your changes to the under/over councils. Sounded like you had changes in mind. I liked the idea of these councils and the strategic opportunities of getting a majority vote through diplomacy or whatever and instigating changes. Idk what ideas you had, but always liked the idea of voting to create a super weapon like if somehow the undercouncil could cause an uncontrollable large beast creature (so hostile to all forces) to spawn in enemy territory. Conversely, the overcouncil could create a limited number of guardian golems that couldn't leave empire territory but have high defensive strengths. These would cost resources that all the AIs and the player could put in to create these (though with AI limitations the majority of the bill would probably be payed by human players). I wonder if it would be possible for the councils to post quest type resolutions. Like if everyone voted for it and put forward 200gold all the supporting civilizations would have adventurer units created. Your goal would be to protect them on their way to say, rinwell island. If you successfully explore it then you not only gain water mana, but a unique sea creature and the ability to automatically get water walking for scout units, or something like that.

So I realize my post is somewhat contradictory ha. First I inquire about a stable version, then I postulate new ideas. Sorry about that. Not sure what I am proposing is even possible anyway. Keep up the good work. And thanks again.
 
Is there a master list anywhere of Civilopedia entries that need filling in? I've started trawling through the Civilopedia (for the most recent version, I updated using the SVN under an hour ago) and I'm inclined to post what I've got as missing so far in a separate thread, but if an up-to-date to-do list is already publicly available then it'll save me the effort of trawling through every single unit.
 
Hey Black Imperator, wanted to say thanks for keeping such a fantastic mod alive and interesting. I play other games, but all the possible strategies and complexities of Ashes or other modmods of FFH2 always pulls me back. Two quick questions for you. I was using the svn version a while back and had to rebuild my hard drive, I can certainly get that going again, but was curious if you have any type of time frame for a separate stable release. I love the constant updates, but am looking forward to a newer stable version with all these changes. Hope I'm not sounding demanding at all; not trying to rush you, just curious.
No planned date on the moment, in term of mechanics, i'd like to have some stability on the emergent leaders before making a stable version.

Second question was about your changes to the under/over councils. Sounded like you had changes in mind. I liked the idea of these councils and the strategic opportunities of getting a majority vote through diplomacy or whatever and instigating changes.
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Well, the key is to make them different from "Fantasy UN" and from each other.

For the Overcouncil, there'll be no leader and everyone will be able to propose a vote on something. The main resolutions will encourage and deepen the cooperation between members (shared maps, free trade, open borders, no war between members,...) to culminate into a vote for a permanent alliance between members. Alongside those will be smaller resolutions giving bonuses (For example, a resolution granting a diplomat to all members, a unit with passive positive aura bonuses) and resolutions closer to lore ( releasing vassals, banning a civic,...)

For the undercouncil, there'll be a leader who propose resolutions. The only resolution other members can propose is to overthrow the current leader ( only way to change leaders). The resolutions will be more about extending the economic and intelligence reach of the council,(increasing crimes and targetting non member civs) and will culminate in a vote for the current members all becoming vassals of the current leader.

In both cases, there'll be a new pledge vote diplomatic option allowing you to trade for the support of a given civ or to have it offered as a gift. (note that the overcouncil will not see kindly to people bribing members for a vote and might want to expel you from the council if they learn about it.)



Idk what ideas you had, but always liked the idea of voting to create a super weapon like if somehow the undercouncil could cause an uncontrollable large beast creature (so hostile to all forces) to spawn in enemy territory. Conversely, the overcouncil could create a limited number of guardian golems that couldn't leave empire territory but have high defensive strengths. These would cost resources that all the AIs and the player could put in to create these (though with AI limitations the majority of the bill would probably be payed by human players).
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I like the idea of council projects like the project resolutions from Civ5 but i haven't through in depth about how they could work. I'm not certain the super weapon idea fits for both councils though.


I wonder if it would be possible for the councils to post quest type resolutions. Like if everyone voted for it and put forward 200gold all the supporting civilizations would have adventurer units created. Your goal would be to protect them on their way to say, rinwell island. If you successfully explore it then you not only gain water mana, but a unique sea creature and the ability to automatically get water walking for scout units, or something like that.
So I realize my post is somewhat contradictory ha. First I inquire about a stable version, then I postulate new ideas. Sorry about that. Not sure what I am proposing is even possible anyway. Keep up the good work. And thanks again.
I would like to expand the idea of quests like the current Gela quest or the Lanun treasure quest, yeah. It does take time to set up though ^^


It did require the BTS download in Stream to be changed. I really appreciate the help as this is by far my favorite mod for CIV!!
You're welcome ^^

Is there a master list anywhere of Civilopedia entries that need filling in? I've started trawling through the Civilopedia (for the most recent version, I updated using the SVN under an hour ago) and I'm inclined to post what I've got as missing so far in a separate thread, but if an up-to-date to-do list is already publicly available then it'll save me the effort of trawling through every single unit.

i have that old spreadsheet https://docs.google.com/spreadsheets/d/1ACmNBaYVSD0J0heB-3jwdE-8M5OqD5aJSKfYbgZY95U/edit#gid=1 but i have no idea how much of it is up to date. so starting on a new one might be better. We do have one for the diplomacy lines which is up to date though : https://docs.google.com/spreadsheets/d/14HjDSEssZ0d-2vBbYaQpYINncZbO3jRj8YzsL0F5S98/edit#gid=0
 
Sounds good black_imperator. Are all the emergent leaders in place now and just need testing, or are there still a couple more leaders to figure out? I like the council ideas as well, I can see how maybe super weapons wouldn't be the best idea, but little projects would be cool, as you state. I love this mod and it just keeps getting more interesting. Thanks to you and all the others that keep working on this and improving it.
 
Corane, Gaius, Hafgan, Lorelei, Mordmorgan, Naxus, Reorx and Yakut are done and just need balancing. Duin is mostly done but needs a bit more for his higher level trait. The rest are in different stages of concept work. Ideas are welcome
 
Awesome plan black_imperator. More RPG, trait lvling and questing is always a plus.

Oh and did you change tolerant trait for the Elohim? Like they no longer have it or something. I captured all cities of a civ to but did not get the palace(play with Einion Logos).

And happy new year!! I'm looking forward to an even more rich and complete experience from your works this year, Ashes of Erebus team.:beer:[party]:beer:
 
The elohim not being tolerant anymore is an old change. Don't remember exactly when though. The reasoning was that they already have enough advantages and mechanics to play with not to need the tolerant bonus in addition.
 
I haven't been in this forum for a year or so. I think it is amazing that you guys are still developing this mod which used to be my favorite play for years. I am really looking forward to downloading it again on my new pc and playing it again. Nostalgia at it's best:thanx:
 
Quick question for you. I noticed there is a separate affinities xml folder for the dtesh and some of the new leader affinities. I am digging the idea of stacking a resource and getting a benefit other just just increased strength on a unit. Did you have to make a script change or modify Python or something to recognize that affinity xml file? I'm going to experiment with some ideas on those other emergent leaders that don't have the advances filled out quite yet.
 
I haven't been in this forum for a year or so. I think it is amazing that you guys are still developing this mod which used to be my favorite play for years. I am really looking forward to downloading it again on my new pc and playing it again. Nostalgia at it's best:thanx:
You're welcome ^^

Quick question for you. I noticed there is a separate affinities xml folder for the dtesh and some of the new leader affinities. I am digging the idea of stacking a resource and getting a benefit other just just increased strength on a unit. Did you have to make a script change or modify Python or something to recognize that affinity xml file? I'm going to experiment with some ideas on those other emergent leaders that don't have the advances filled out quite yet.

Well, it's a component that was added in the dll, but now it's only xml ( if you use existing possibilities, if you need more it'll be more dll ). You'll need to modify the CI4AffinityInfos to add a new affinity and then add that affinity to a promotion.


here's the list of possible tags for the affinity:
Code:
<ElementType name="AffinityInfo" content="eltOnly" order="many">
        <element type="bGraphicalOnly"/>
        <element type="BonusTypes"/>
        <element type="bNumCitiesEffect"/>
        <element type="bCapitalPopEffect"/>
        <element type="bPopulationEffect"/>
        <element type="bVassalEffect"/>
        <element type="fStrength"/>
        <element type="fStrengthMod"/>
        <element type="fAttackStrength"/>
        <element type="fAttackStrengthMod"/>
        <element type="fDefenseStrength"/>
        <element type="fDefenseStrengthMod"/>
        <element type="fMovement"/>
        <element type="fMovementDiscount"/>
        <element type="fVisibility"/>
        <element type="fPerception"/>
        <element type="fRangedStrength"/>
        <element type="fRangedStrengthMod"/>
        <element type="fRange"/>
        <element type="fRangedLimit"/>
        <element type="fFirstStrikes"/>
        <element type="fFirstStrikeChance"/>
        <element type="fAntiFirstStrikes"/>
        <element type="fDefensiveStrikes"/>
        <element type="fAntiDefensiveStrikes"/>
        <element type="fCapacity"/>
        <element type="fWillpower"/>
        <element type="fWithdrawal"/>
        <element type="fAntiWithdrawal"/>
        <element type="fHealRate"/>
        <element type="fXPFromCombat"/>
        <element type="fXPRate"/>
        <element type="fCommandRange"/>
        <element type="fCommandLimit"/>
        <element type="fWorkRate"/>
        <element type="fCollateral"/>
        <element type="fCollateralLimit"/>
        <element type="fCollateralTargets"/>
        <element type="fVictoryInfluenceModifier"/>
        <element type="fDefeatInfluenceModifier"/>
        <element type="fPillageInfluenceModifier"/>
        <element type="fSlaveChance"/>
        <element type="fCombatHealPercent"/>
        <element type="fEnemyHealChange"/>
        <element type="fNeutralHealChange"/>
        <element type="fFriendlyHealChange"/>
        <element type="AffinityDamageTypes"/>
        <element type="AffinityDamageResists"/>
        <element type="AffinityPromotions"/>
    </ElementType>
 
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