Final Fixes Reborn

And now my own question. Can you get rid of reef (movement cost of 3 or 4) and kelp (cost of 3). They are literally everywhere and slow down naval movements to a crawl.

Bonus Q: is circumnavigating the world still give +1 mvt bonus

Extra Bonus Q: What would be the benefit of having 2 fire mana nodes?
 
I have a weird issue that I've been having, and I'm hoping that someone can perhaps help me out.
I'm running Civ 4 with the most recent patch from Steam and running into errors when I try to play Ashes of Erebus (14.11) and even Rise from Erebus with the beta opt-in from Steam.
When I try to launch either of them I get "applicaton load error 5:0000065434".
The regular Fall from Heaven 2 works fine, so I'm a little confused as to what could be wrong. When I disable the opt-in beta, I can run Ashes, but the fonts are messed up and I'm missing a lot of icons, such as hammer and happiness in building descriptions. It's puzzling, since I used to run it without any problems on my old system before I reformatted my system. Any clue as to what I might be doing wrong and how to fix this annoying error?
 
The unicorn event has a new option, "Don't kill it," but unlike with the other choices, mousing over this option doesn't show the outcome.
 
There is a dogPile attitude and value for each leader. So yes, AI can and will dogpile you. To death. :)

Excellent!

And now my own question. Can you get rid of reef (movement cost of 3 or 4) and kelp (cost of 3). They are literally everywhere and slow down naval movements to a crawl.

I don't know if I agree with getting rid of it, but I would definitely nerf it down by at least one point. You can get rid of it yourself, though, by changing the value of the <iMovement> entry in Assets/XML/Terrain/CIV4FeatureInfos.xml to 1.

Bonus Q: is circumnavigating the world still give +1 mvt bonus

It does. Make sure you are playing on a map with world wrap, though, since most maps have it off by default.

Extra Bonus Q: What would be the benefit of having 2 fire mana nodes?

If you have two or more Fire Mana, you get the Fire I promotion for free on any arcane units you build or upgrade after having acquired the second mana (this extends to having three or four mana, with the level 2 and 3 promotions for its spell sphere for all applicable units). Furthermore, any unit with "Fire Affinity: +1" (most commonly units with a Scorched Staff or the Fire Elemental, Fire III summon) will get one point of Fire added to their strength for every fire mana resource you possess.

The unicorn event has a new option, "Don't kill it," but unlike with the other choices, mousing over this option doesn't show the outcome.

Based on the Python callback, it will spawn a barbarian Shadow near you city. I have no idea why. Also, the "Don't kill it! Oh wait..." option requires you to have both a Mercurian Palace and an Infernal Palace in the same city, and gives you the Avatar of Wrath (yes, the AC 90 unit) for free. It's completely impossible to figure out what the actual intentions for these options were, because these results are ridiculous.
 
Based on the Python callback, it will spawn a barbarian Shadow near you city. I have no idea why. Also, the "Don't kill it! Oh wait..." option requires you to have both a Mercurian Palace and an Infernal Palace in the same city, and gives you the Avatar of Wrath (yes, the AC 90 unit) for free. It's completely impossible to figure out what the actual intentions for these options were, because these results are ridiculous.

I remember from discussions in these forums a very long time ago that the "Don't kill it! Oh wait ..." option was intended as a joke. It's impossible to select since, as you note, you have to have both the Mercurian and Infernal Palaces in the same city, which can't happen. So your only option (before this new "Don't kill it" option that was added in the SVN) is to kill the unicorn and use it in some way (health, gold, or food). The mod is intended to be dark fantasy, after all.
 
Thanks for the details and diary Black Imperator!

I'm indeed not using the SVN version, only the stable release. About that, do you remember having tweaked the bOverflowProduction in SVN? Because I tested with Bannor, and no, it is not possible to produce more than one military unit with them per turn and city, confirmed. So ... is it a fix you did since last stable release, do you remember?
it's possible, but i don't remember whether i actually did something to it. fixed in svn though
Python exception (non-CTD-causing, fortunately), screenshot attached.
fixed next commit
Bugs:

It seems the Tolerant trait isn't working. I've captured two Doviello cities, but they can only build Elohim buildings and units.
working correctly on my end, not sure what happened to you
The Empyrean soundtrack Might_and_Magic_VII01.mp3 has a few annoying glitches toward the opening of the song.
yeah, i cannot do much about it for now.
Blizzards are a major nuisance when living close to Illian lands, since they require huge numbers of sun adepts running around scorching any land you can't afford to snow over. Is there any spell which actually destroys the blizzards so I can actively intercept them when they enter my lands? Otherwise, I would very much like something like that.
i'll think about it

I have a weird issue that I've been having, and I'm hoping that someone can perhaps help me out.
I'm running Civ 4 with the most recent patch from Steam and running into errors when I try to play Ashes of Erebus (14.11) and even Rise from Erebus with the beta opt-in from Steam.
When I try to launch either of them I get "applicaton load error 5:0000065434".
The regular Fall from Heaven 2 works fine, so I'm a little confused as to what could be wrong. When I disable the opt-in beta, I can run Ashes, but the fonts are messed up and I'm missing a lot of icons, such as hammer and happiness in building descriptions. It's puzzling, since I used to run it without any problems on my old system before I reformatted my system. Any clue as to what I might be doing wrong and how to fix this annoying error?
not really, it seems to be something to do with steam. Have you tried starting BtS normally and then switching to the mod ?


The unicorn event has a new option, "Don't kill it," but unlike with the other choices, mousing over this option doesn't show the outcome.

I remember from discussions in these forums a very long time ago that the "Don't kill it! Oh wait ..." option was intended as a joke. It's impossible to select since, as you note, you have to have both the Mercurian and Infernal Palaces in the same city, which can't happen. So your only option (before this new "Don't kill it" option that was added in the SVN) is to kill the unicorn and use it in some way (health, gold, or food). The mod is intended to be dark fantasy, after all.
Yeah, the event is based on a piece of story somewhere in the lore forum. Someone changed the event to give the possibility to kill the unicorn, only to find out it's some kind of dangerous shapeshifter. but i'm tired of this causing issue so i'm gonna cut it next revision.


Which modules do you guys keep on? A few of them claim that they conflict.
with the svn version, all modules should be loading and working.
 
the magic of actually updating the modules. If there are other requests, i can update others. (Note that , in most cases, i'll jut maintain them, no intention of merging or adding to them)
Could you already load the "maintained modules" in the "inactive modules" folder for the svn version ? (it would be easier for us to know which ones are maintained ...Etc

thanks in advance

I think hidden nationality units can't capture because you shouldn't be able to raid neutral territory with them and capture their units. A special case could be added for units belonging to a player you're at war with, though.
(hawks things)
I do agree with you, but I would shrink the radius of the explored area rather than the range. That said, if there's anything I think should be done to hawks, then it's removing their ability to see invisible units hidden with stealth, since fluff-wise, those are usually supposed to be magically concealed. Revealing invisible animals is fine, though.
Hidden nationality can't capture ever : barb never capture so HN shouldnt.

However, what misses is units born with HN should have the possibility to reveal and go back to HN (maybe 3-5 turns later (using a duration promotion that forbids cast HN))).

Thanks for the details and diary Black Imperator!

I'm indeed not using the SVN version, only the stable release. About that, do you remember having tweaked the bOverflowProduction in SVN? Because I tested with Bannor, and no, it is not possible to produce more than one military unit with them per turn and city, confirmed. So ... is it a fix you did since last stable release, do you remember?
The "Stable" version is 3 years old ... so compared to the svn it is much more stable... however you'll have much more unbalance/non-working gimmicks.
--> use the svn !

If you have two or more Fire Mana, you get the Fire I promotion for free on any arcane units you build or upgrade after having acquired the second mana (this extends to having three or four mana, with the level 2 and 3 promotions for its spell sphere for all applicable units). Furthermore, any unit with "Fire Affinity: +1" (most commonly units with a Scorched Staff or the Fire Elemental, Fire III summon) will get one point of Fire added to their strength for every fire mana resource you possess.
just one correction to that :
4 fire mana gives : Fire I to arcane units with channeling I (mostly adepts), Fire II to arcane units with Channeling II (mostly mages and a few heros), and Fire III to arcane units with Channeling III (mostly archmages, lichs and a few heros). (Mutatis mutandis for 3 manas of same type.
thus, building an adept with 4 fire nodes, upgrading it to mage with 4 water nodes, and upgrading to archmage with 4 earth nodes will not give an archmage with FireIII, WaterIII, and Earth III, but Fire I, Water II, Earth III, unless you spend some promotions on upgrading Fire/Water.
Note that no free mana is given on building non-arcane units that have channeling I/II/III (firebow/vampires lords/disciples...Etc)
 
No it's not the performance issue, it's just that you ran into the random python bug. Basically, the game stops reading python files correctly for reasons currently unknown sometimes... Try clearing your cache, restarting computer, deleting the Assets folder and updating to clean any corrupted file,...

This has been plaguing the svn version for some people, but i've never experienced it myself, which makes it hell to debug ^^
I had this... and the only solution was to remove Ashes of Erebus, clean cache, restart computer and to do a clean install of the whole Ashe of Erebus, straight from svn.. and now it works.
 
working correctly on my end, not sure what happened to you

Might have been an unlucky session, or I may have lost the trait to a random bug. I can't actually confirm that I still have it, because my UF traits overflow the trait list...

yeah, i cannot do much about it for now.

Removing it is still an option, but yeah, I can do that on my end too...

just one correction to that :
4 fire mana gives : Fire I to arcane units with channeling I (mostly adepts), Fire II to arcane units with Channeling II (mostly mages and a few heros), and Fire III to arcane units with Channeling III (mostly archmages, lichs and a few heros). (Mutatis mutandis for 3 manas of same type.

That's what I meant by "applicable units", but that did need some clarifying in retrospect.

thus, building an adept with 4 fire nodes, upgrading it to mage with 4 water nodes, and upgrading to archmage with 4 earth nodes will not give an archmage with FireIII, WaterIII, and Earth III, but Fire I, Water II, Earth III, unless you spend some promotions on upgrading Fire/Water.
Note that no free mana is given on building non-arcane units that have channeling I/II/III (firebow/vampires lords/disciples...Etc)

If you destory/dispel you previous mana nodes before the upgrades, yes.
 
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No, upgrading an arcane unit will in fact give you the free spell sphere promotions. So training an Adept up to a level 6 Mage with only generic promotions, and then acquiring 4 copies of every mana before upgrading to an Archmage will give you level III of every spell sphere for free.
it seems I was not clear with my above comment... /sorry.

if you build an adept with 4fire nodes, it will be born with fire1, and not fire2-3.

then you train it to lvl4, change the 4 nodes to 4water nodes, and upgrade to mage, the mage will have fire 1, and be born with free water1&2 (as the mage has both channeling 1 and channeling 2),
however the mage will not have free water III. nor will it have free fire 2 (because: even if the adept was built with 4 fire nodes, he was not allowed level 2 spells and later during the upgrade to mage, he didn't have anymore access to the 4 fire nodes but instead had access to 4 water nodes).

then you train it to lvl6, (assuming you can build mages) change the 4 nodes to death node, and upgrade to archmage : the archmage will be born with with Free Death 1, 2, 3, (but not the free fire 3 nor a free water 3, even if adept was built with 4 fire nodes and upgraded to mage with 4 water nodes.)

and you change the mana nodes to 4 Earth nodes, cast "lich" and the lich should gain free Earth 1-2-3. (final unit : free Fire 1, free Water1-2, free Death1-2-3, free Earth1-2-3 + 3free promotion to pick, + lvl 6 : 5 promotions during level-up)

what I meant is that the benefit of having been born/ugraded with 3-4 of a mana type only gives free mana type promotions allowed to the unit rank ... and does not carry over for the next upgrade (unlike a former version of FFH2).

(total : 6 free mana promotions when pushing an adept to being an archamge using only 4 nodes (and you can even get 7...) (9 and 10 respectively going to lich).
truth be told, using the 3 mana from your palace, you only need 3 nodes to get 7 free mana promotions from adept to archmage (4 until mage)
Counting the palace mana and 4 nodes, you'll be able to get 10 going to archmage, lvl 1 for two unrelated mana nodes, lvl1&2 for 2 palaces nodes, and lvl1-2-3 for the third palace node... and 13 if going lich (but then you need to upgrade to archmage using 4death mana)



assuredly, like you said, if by then you have 16 mana sources and have 4fire, 4 water, 4earth, 4wind, your archmage with automatically upgrade to Fire3, Water3, Earth3, Wind 3...
but any new adept (even with those 4-4-4-4 mana nodes), will only be born with free Fire1, Water1, Earth1, Wind1... and if you change /lose your mana nodes, when the adept upgrades to mage he will not profite from being created at a time you had 4-4-4-4.

/... are we in agreement ?
 
Interesting, since the launcher says that the modules conflict with one another...

Basically I'm asking does it matter if I inactivate all of them, or am I missing out on something that isn't the stupid Frozen. I never figured out what Bannor chain of command was and not sure if you still use the more events one anymore.
 
Bannor Chain of Command is "the fluff" that makes Bannor great.
if you don't play with Bannor you don't lose much : the AI is not good at using this module, and manages well enough without it.
 
Could you already load the "maintained modules" in the "inactive modules" folder for the svn version ? (it would be easier for us to know which ones are maintained ...Etc

thanks in advance
All modules in both active and inactive folders are maintained.
Modules in inactive are there for different reasons :

-some are modules that are here for optional purpose for people who want it but are not part of the core game in my opinion ( LoyalCorrupt which replacesthe the Good and Evil words, for example, Silver Circle is also in that case)

-Some are modules that are not in the state of being core in my opinion. Jotnar is in this case

-some are modules that were made by people exterior to the various dev teams and are just here to be maintained, i don't intend to touch anything in them otherwise.

However, what misses is units born with HN should have the possibility to reveal and go back to HN (maybe 3-5 turns later (using a duration promotion that forbids cast HN))).
i feel that the ability to switch would make hidden nationality much more powerful. i don't want it to be an option for all of them.

Oh my I never realized the stable version was so old, crap!

Is there a possibility to download the mod from SVN as a ZIP or RAR and not go through using SVN? I don't mind doing the download manually from time to time.
yes it's possible, by following this link : https://sourceforge.net/p/ashesoferebus/code/HEAD/tarball it might take a while though.

Might have been an unlucky session, or I may have lost the trait to a random bug. I can't actually confirm that I still have it, because my UF traits overflow the trait list...
note that not all elohim leaders have the tolerant trait anymore. and yeah, i need to do something about that trait list.

Interesting, since the launcher says that the modules conflict with one another...

Basically I'm asking does it matter if I inactivate all of them, or am I missing out on something that isn't the stupid Frozen. I never figured out what Bannor chain of command was and not sure if you still use the more events one anymore.

-Bannor chain of Command gives an additional mechanic to bannors where all of their units can take military grades making them able to command lesser units and give more boosts to them. the better they get, the better grades they can take

-Black Duke gives you a hero that can be gained as a random event. When i get some time, i'll link it to the mercenary system instead.

-Dural is the dural civ

-Frozen is the frozen civ

-GreatestPeople is some additional great people

-Hamstalfar is the Hamstalfar civ

-MoreEvents is additional events

I would move Dural, Frozen and Hamstalfar to inactive modules as they aren't in a state to be in the core game at the moment, similar to the Jotnar, but since people have had access to them so far, i don't want to remove them.
 
it seems I was not clear with my above comment... /sorry.

[...]

/... are we in agreement ?

I did indeed misunderstand you, and I edited my post when I realised that, but you had time to see and quote it before I finished. No more misunderstandings.

Also, I didn't know there was a version of FFH which remembered the mana count from when your unit was built...

Basically I'm asking does it matter if I inactivate all of them, or am I missing out on something that isn't the stupid Frozen. I never figured out what Bannor chain of command was and not sure if you still use the more events one anymore.

Bannor Chain of Command was explained by other people. Don't disable it, that will (probably) cause XML parsing errors as some some core content refers to BCoC content. Although, I don't know how AoE handles that specifically, though...

More Events is still used. It contains more random events, like the unicorn event we spoke about earlier.

note that not all elohim leaders have the tolerant trait anymore. and yeah, i need to do something about that trait list.

*checks XML*
... I'd say "not all" is an understatement when it's been removed from both of the original leaders...

-GreatestPeople is some additional great people

To clarify on this, it adds new names and quotes, especially to Great Healers. It does not add any new types of great people.
 
Ok thank you Black_Imperator! I really appreciate everything you've done far and beyond what I tried to start.

Everytime I update the Svn it puts them back in the normal module folder :p

Edit: I'll just remove it from the random possible selections I forgot about that option.

Further edit to avoid double posting: My awakened can't be added to my glorious Scion city. What's up with that?
 
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*checks XML*
... I'd say "not all" is an understatement when it's been removed from both of the original leaders...
yeah, it was decided back in RifE that the mechanic didn't fit them all that much
To clarify on this, it adds new names and quotes, especially to Great Healers. It does not add any new types of great people.
2 healers, 1 merchant, 1 scientist, 1 commander, 1 artist, 1 prophet at the moment.

Ok thank you Black_Imperator! I really appreciate everything you've done far and beyond what I tried to start.
Doing what i can ^^ appreciating help when it comes around too ^^
Everytime I update the Svn it puts them back in the normal module folder :p

Edit: I'll just remove it from the random possible selections I forgot about that option.
yeah, as i said, since people are used to them, i'm leaving them in, but if people can agree on moving them to inactive, i'd be happy to.

Further edit to avoid double posting: My awakened can't be added to my glorious Scion city. What's up with that?
maybe arcane lacuna is on ? though if it's the case, that probably shouldn't count as a spell.


So for the next dev diary, Religions and Alignments are still tied in first place with 1 vote, here is the list of themes you can vote for and the latest dev diary on crime : https://docs.google.com/document/d/14P90zYvnsodp-PLfRDmAehvX--nuhGV6yhKZMUxy9NI/edit#
 
Where can you vote? I'd vote for religions, though I'd put half a vote towards alignment too haha.

And any idea how I can fix that? It basically makes the Scions unplayable. I'll have to search through the code otherwise.

What would "underworld" entail?
 
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