Final Fixes Reborn

Could I trouble the forum with another question? Im trying to use snvtortoise as instructed but I get an "access denied" error when I follow all the instructions:

Command: Checkout from svn://svn.code.sf.net/p/ashesoferebus/code, revision HEAD, Fully recursive, Externals included
Error: Can't create directory 'C:\Program Files (x86)\2K Games\Firaxis Games\Sid
Error: Meier's Civilization 4 Complete\Beyond the Sword\Mods\Ashes of Erebus\.svn':
Error: Åtkomst nekad. (ACCESS DENIED, In Swedish)
Completed!:


I tried to remove all kind of blocks and security, but to no avail - any ideas?
 
general differences between the current modmods can be found here :
https://forums.civfanatics.com/threads/new-to-ffh-read-this-first.613977/

to sum up, mnai and aoe come from different branches of ffh modmods. AoE is a follow up to RifE and you can find a good number of the ideas it spawned here : https://forums.civfanatics.com/threads/rise-from-erebus-frequently-asked-questions.377901/

though it's not perfectly up to date.
Objectives of AoE is to fully realise the ideasxof RifE as well as balancing and bugfixing what's already there
 
I'd propose you 2 threads :
https://forums.civfanatics.com/threads/recommend-a-modmod.535928/
and
https://forums.civfanatics.com/threads/best-current-ffh-setup.620660

but in short:
MnAI worked a Lot on improving the AI behavior and hunting bugs while staying as close as possible to original FFH2. It is the "purest" modmod. You can almost consider it to be FFH2.1. No added units/buildings/spells/ressources/civs...etc

FFR is the one that you have a question for: RifE / AoE / FFR are all iterations of a same modmod, expanding upon the work of the one prior when the previous modded leaves. In Short FFR adds FLUFF : many new civs, new ressources, more unique units per civs, more buildings, more tech(?), more mecanics (adding in the corporation mechanics from vanilla civ ; the master-craftsmen buildings ; the emergent Leaders ; using the Commander system instead of the Great General system, wildlands and barbarian territories, fort commanders ...Etc). AI wise, the Ai has been less polished than in MnAI and it has further issues with managing many of the newer or more original systems.
+FFR/RifE is modular so you can add/remove some contents... which is great for variability of games and for customizing your experience.


for reference:
the best one for extra fluff is IMO Orbis : Adds a few civs but not too many, quite as balanced as original civ. AI is decent even if not to paar with MnAI (but it is the oldest of all the mods I'll cite here: it has been "finished" instead of abandonned, and is quite good) only issue is that it is old and couldn't benefit from the AI and balance improvement of MnAi or EiTB

EiTB worked on balance, especially in view of multiplayer, and chasing multiplayer/synchronisation issues. There are the same units& civ as in MnAI, but with many tweaks of hammer costs, tech requirements...etc

Emm is based on MnAI and introduces to the AI improvement of MnAI the balancing of EiTB + a bit of fluff.

WildMana: add fluff, but mainly for improving the magical system adding mana guardians...Et ; it is quite interesting. (but quite old as the modder tansitionned it later to MoM)

Master of Manan or MoM has very nice system and AI... but it's almost a total conversion of FFH2 : most mecanism are changed : I'll suggest you to play with version 1.42 and X-tended for 1.42... (or maybe Darksavant's modmod... which has the better Ai, many interesting things and bug fixes of beta2 but do not use the roosters and planes, which are currently not-finished/balanced)
However, please beware, while lore is very close to FFH, the mechanics make it a totally new game... as far from FFH than FFH is far from BTS.

(NB: version beta3, which is now abandonned, seems interesting, but very complexe, and even more different from base FFH)

Eventually, Magister's modmod is also a "new fluff" game, it adds a lot of mechanics and changes to units, spells, buildings ...Etc but no new civ. It gets the improved AI and Balance from MnAI. Its philosophy is to make the game closer to "cannon-lore" than it previously was, even by adding new mechanics, some of which are really complicated to code) Further it pushes even farther the main concept of FFH : "Balances is reached by powering up a weak party instead of nerfing the strong ones" : Balance in Magister Modmod is made my creating many ways to get OP...
 
The SNV trick worked, but it's buggy. Gets CTDs and broken saves... One weird thing has happned, I get the countdown of 1.25 minutes and then the turn ends... no idea how to turn it off... and when I enter OPTIONS to try to shut it down, it semifreezes 50% of the time and i cant exit the options menu...

Any help om the 1.25 minute countdown would be lovely..
 
I see that there was an update to the standard version of the download on November 5th, was it just an update with bug fixes?
 
I noticed everytime I do untick Globe view buildings disabled I am getting warning about religion locked every turn, just letting you know
 
Hi Black Imperator!

Thanks so much for continuing to develop and improve this amazing mod. I was wondering if I could ask a few questions:

1) How are the scions of patria doing in the latest version? Any issues to be aware of if playing as them?

2) Has the AI been improved over the past couple of years? Is it able to play comparable to MNAI, or more like base ffh?

3) Are new versions or major fixes in the works for the near future? Is the current SVN in a solid state for a long playthrough?

4) Do you recommend any map scripts or settings in particular for playing with the latest version?

Thanks so much for your answers and all your work on the mod!
 
Hi Black Imperator!

Thanks so much for continuing to develop and improve this amazing mod. I was wondering if I could ask a few questions:

1) How are the scions of patria doing in the latest version? Any issues to be aware of if playing as them?
As far as i know, no issue in particular. Their AI should be slightly improved though
2) Has the AI been improved over the past couple of years? Is it able to play comparable to MNAI, or more like base ffh?
I've been merging part of MNAI, so there are some improvements, but it is not to its level yet.
3) Are new versions or major fixes in the works for the near future? Is the current SVN in a solid state for a long playthrough?
i do have one version coming up relatively soon with a basic version of the new crime system, but current svn is good enough, if you can avoid the random python bug.
4) Do you recommend any map scripts or settings in particular for playing with the latest version?
ErebusContinent or world of Erebus. i usually play with wild mana, feral mana and mana guardians to make the map a bit more difficult to expand into.
 
Thanks black imperator! I appreciate all the answers, as well as your continued work on this amazing mod!
 
Just one comment on the Scions: when they are controlled by the AI in my games, they often don't know how to use their awakened to grow their cities and use them only to found new cities. It results in them having plenty of unproductive 1-population cities and no research, still having only scouts and warriors late in the game. Hence I usually set this civ as controllable by the human only, just like the D'teshi.
 
Odd. In the stable version and they seem to do fine.
 
Hi everyone (first post here) and thanks for keeping this alive through the ages! It's been years since I last played FFH or any of its modmods, I followed the instructions in the first post (stable version) and everything seems fine except once in -game I'm missing some icons. The one I immediately noticed are the food and health icons from the city screen. The food icon is present in building and event tooltips while the health icon is missing even in those, as you can see from my herbalist building:

Spoiler Pic :
TYtvQ1o.jpg


The only other tweak I made was altering a couple values in Civ4themecommon for slightly bigger fonts, but i remember doing so in each one of my precedent installations with no problem whatsoever and even restoring the original file didn't solve the issue.

Any suggestion?

Once again, thanks for your work!
 
that's usually an indicator that you're using the steam version, BUT not the original_release beta of the steam version. To access it, right click on the game in your steam list, properties/betas.
 
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