Final Fixes Reborn

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

I sadly don't think that will keep the Frozen out of your games, though, as the Frozen are summoned rather than picked. There's a game option to remove the Liberation ritual, but it requires you to set up a custom game.

Further edit to avoid double posting: My awakened can't be added to my glorious Scion city. What's up with that?

Is your city unhappy or at equal happiness and unhappiness? Add To City won't allow you to add a pop to a city if it'll immediatly just refuse to work.

yeah, it was decided back in RifE that the mechanic didn't fit them all that much

I see.

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I'm currently going through the random event triggers, and I have a few "Why?"s picked up along the way but which I don't feel bold enough to just do away with without asking first:
  1. Why do we have two nigh identical city independence events, with the sole exception that one becomes a permanent ally if you chose to go with their demands, and the other doesn't?
  2. Why can Controversial Philosopher only happen in the capital?
Also, a quasi-related concern:
  1. <PrereqCivilizationPleased> makes very bold assumptions of a human player's relations toward other players. The Balseraphs, who at best were Annoyed with me at the time, got invited to a ritual in my lands because my attitude toward them was apparently Pleased. Under these circumstances, it's probably better to mirror the AI player's attitude of me rather than use the hidden if-I-was-an-AI value, which you as a player can't affect directly in any way.
 
Bearmarshal I think that's it you're a genius. I didn't realize it required that.

Edit: Nope that didn't fix it. I'm gonna reinstall and restart. (This is steam version with svn.

And did I successfully vote then?

Edit: I guess you can consider me a play tester. I've wanted to get back to helping with this however possible. I'll let you know any actual bugs I see.
 
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Why do we have two nigh identical city independence events, with the sole exception that one becomes a permanent ally if you chose to go with their demands, and the other doesn't?
no idea at this point, what are the two xml names ?
Why can Controversial Philosopher only happen in the capital?
no reason that i know of

<PrereqCivilizationPleased> makes very bold assumptions of a human player's relations toward other players. The Balseraphs, who at best were Annoyed with me at the time, got invited to a ritual in my lands because my attitude toward them was apparently Pleased. Under these circumstances, it's probably better to mirror the AI player's attitude of me rather than use the hidden if-I-was-an-AI value, which you as a player can't affect directly in any way.
That actually uses your attitude of the AI, fixed to use the reverse one next commit

Bearmarshal I think that's it you're a genius. I didn't realize it required that.

Edit: Nope that didn't fix it. I'm gonna reinstall and restart. (This is steam version with svn.
so it's not the happiness/health thing and it's not a hidden option ?

And did I successfully vote then?

Edit: I guess you can consider me a play tester. I've wanted to get back to helping with this however possible. I'll let you know any actual bugs I see.
Yep you did, and welcome to bug testing
 
It's definitely not the happiness/health thing because:
1. Scions don't have health.
2. My happiness was 6 with unhappiness of 2.

It's also not a hidden setting since the same thing happened on a fresh start with just doing play now.

I'll let you know if my reinstall fixes it.
 
It's definitely not the happiness/health thing because:
1. Scions don't have health.
2. My happiness was 6 with unhappiness of 2.

It's also not a hidden setting since the same thing happened on a fresh start with just doing play now.

I'll let you know if my reinstall fixes it.
scions do have health, they should at least
 
My bad. They have health but not sickness.

I tested after reinstall. Still doesn't work.

Is there a specific tech required?
 
Ok didn't have access to my PC for a few days but now that I'm back I have some general non-bug related(or maybe they are?) questions about the mod.

Keeping in mind that I haven't Played any of the mods between this and fall further( as in I'm not sure if these questions should be asked here or not) and I haven't played fall further in years, could anyone answer the following?
- what does the important leader and emergent leader status do? I thought they were just labels for newer leaders but there's an event in game that can give you a new trait if you give up the important status.
- How exactly does the mobile fortress for mechanos work? It seems like it can move but I don't seem to be able to.
I think I had other gameplay related questions but Iv'e forgotten them so on to non gameplay related.
- what happened to the kahdi?
- why was the music for the octopus overlords changed?
 
Not sure how I broke it haha! Let's see what else I can break...
thanks i'll take a look at it.
Ok didn't have access to my PC for a few days but now that I'm back I have some general non-bug related(or maybe they are?) questions about the mod.

- what does the important leader and emergent leader status do? I thought they were just labels for newer leaders but there's an event in game that can give you a new trait if you give up the important status.
Important Leaders are leaders who start with only one trait and can gain an additional one based on gameplay. It has a partial implementation at the moment that i need to clean up when i have time.
Emergent leaders are leaders who start with one unique trait that can level up based on gameplay to earn more bonuses. Only a dozen or so of them are currently ready, as it takes time to design and implement a new trait
- How exactly does the mobile fortress for mechanos work? It seems like it can move but I don't seem to be able to.
if i remember correctly, they can only move on railroads.
- what happened to the kahdi?
at the moment they're just an event. i intend to turn kahd into an amurite emergent leader

- why was the music for the octopus overlords changed?
we had someone do an overhaul of music a few months ago. he was a bit too overzealous and changed certain themes that could/should have stayed. I need to go through them but i haven't had time yer
 
Bearmarshal I think that's it you're a genius. I didn't realize it required that.

Edit: Nope that didn't fix it. I'm gonna reinstall and restart. (This is steam version with svn.
I can't entirely rule out that I'm a genius, but in this case, I just like reading code. :p

I agree that it probably should be mentioned in the help text, though. And too bad it didn't work for you...

no idea at this point, what are the two xml names ?
no reason that i know of

CITY_SPLIT (completely independent) and SOVEREIGN_CITY (permanent ally). I'd remove CITY_SPLIT, since there's absolutely nothing good to be gained from introducing an AI minor nation mid-game, as the resource gap is too wide and the AI player too bad at playing the underdog to catch up without major feeding. And since they aren't a permanent ally, there won't even be any benefits from doing that, you just lose a city.
 
I can confirm that the mobile fortress need railroads to be able to move
 
For Mekara, what does Prepared for ritual do? It should allows an aspect, but I got none?

I thought about something that hopefully would help gameplay... How about a new task for workers where they can speed up by 1 turn the growth of an hamlet/town/fort/castle? It makes sense and somehow allows to hurry a very important tile (like you want to hasten the construction of a fort in a wild territory, etc.)
 
For Mekara, I had it working a few months ago...
the adept prepare the ritual, then a(or more) unit can select to prepare to the ritual, then the adept can start the ritual... giving the unit an aspect. (iirc / so it might be a different complicated sequence).
it is a complicated construction. and I remember that some aspect worked for me, but not all aspects, and some units couldn't get any aspect.
 
So I remember when I used to play FFH2 without BtS, the spells were a bit more interesting. You could select spells by tile, there was a separation of summoning/sorcery, and you even had the ability to terraform land/sea (I particularly loved this part). Did BtS add limitations to the game or something? Just not sure why it seems we are able to do less now than we could before.
 
CITY_SPLIT (completely independent) and SOVEREIGN_CITY (permanent ally). I'd remove CITY_SPLIT, since there's absolutely nothing good to be gained from introducing an AI minor nation mid-game, as the resource gap is too wide and the AI player too bad at playing the underdog to catch up without major feeding. And since they aren't a permanent ally, there won't even be any benefits from doing that, you just lose a city.
I'll take a look, though both are probably gonna get cut and replace by a proper mechanic


For Mekara, what does Prepared for ritual do? It should allows an aspect, but I got none?
Mekara need a cleanup at some point, not sure when ^^
I thought about something that hopefully would help gameplay... How about a new task for workers where they can speed up by 1 turn the growth of an hamlet/town/fort/castle? It makes sense and somehow allows to hurry a very important tile (like you want to hasten the construction of a fort in a wild territory, etc.)
hmmm, i'll think about it.

If I edit Civilization.ini to pre-enter the mod name, it works, if I launch it through the launcher, it crashes (Steam version), any idea?
No idea, that's out of my hands ^^

So I remember when I used to play FFH2 without BtS, the spells were a bit more interesting. You could select spells by tile, there was a separation of summoning/sorcery, and you even had the ability to terraform land/sea (I particularly loved this part). Did BtS add limitations to the game or something? Just not sure why it seems we are able to do less now than we could before.
There was a streamlining early on in bts FFH, to get to the three spells per mana idea, to make it clearer and more balanced. I don't intend to fully go back on this but there are still some stuff i'd like to do to improve it.
 
So I remember when I used to play FFH2 without BtS, the spells were a bit more interesting. You could select spells by tile, there was a separation of summoning/sorcery, and you even had the ability to terraform land/sea (I particularly loved this part). Did BtS add limitations to the game or something? Just not sure why it seems we are able to do less now than we could before.

There was a streamlining early on in bts FFH, to get to the three spells per mana idea, to make it clearer and more balanced. I don't intend to fully go back on this but there are still some stuff i'd like to do to improve it.

Kael made that change a very long time ago: FfH2 0.31 Changelog
 
Since they don't use food, Fallow civs are immune to unhealthiness, right? I'm thinking, wouldn't it be more rational to actually have the AC 30-caused blight affect Infernal cities too? If they're immune to its effects, they don't care, but anyone non-Fallow who captures one of their cities would suffer the full effect (as soon as the occupation timer ends)...
 
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