cthom
3,011,451,295
turns out i can also play on 'big and small' map. i wonder if there's a problem with maps that have .mst extension?
They're the same because the same bug happened twice in a turn. From what i can see, it looks like the Forest Push action from the blighted forest failed ( either because happening to an immobile unit or a dead one, i added some logs for upcoming version to see what happens better)the left hand exception covered the other, i only found it by chance. i don't know why they're the same.
Hi, and thanks for the kind comments. Concerning the Jotnar, they're already available in the beta, though not activated by default ( you'll find them in the inactive module folder) as they're waiting for a revamp to make them a bit more balanced.Hello, I love this mod and I love that you are still supporting it! Query, any plans on making the Jotnar a playable faction again? I always liked them.
the crime stuff is unlikely to be the cause of the slowdown, as i made sure that it be very light on calculations. I'm currently setting up logs to investigate the slowdown further (well as soon as i get some free time from work).
As for a no crime option, i'm not fond of having too many such options, they're a pain to balance. (Especially with the further plans for the crime stuff, involving it in rogue units and esus). I'll think about it.
Just got back into a patch 339 campaign, and the annihilating Wraiths are still a thing - this time supported by the Stygian guard. Around turn 200 (on epic speed) the last Chislev (ranked 4) city feel to two Wraits and meerly 20 turns later the same two Wraits ended the Clan, which was the nr 2 ranked civilization, this time supported by two Stygian guards. I count three Wraits and two Stygian, and they wreck everything. One Wraits just froze eventually, and stands inside Archos lands chilling. Would it ever awake Archos would be quickly doomed. I managed to kill the two Stygians with my main army, and luckily the two Wraits weered south to burn the Scions second city in just 4 turns. Soon I will be alone in the world.
Possible causes:
1: Foremost, Wraits are still way overpowered early for the AI to deal with them, after some early warrior kills their leveling makes them Gods. Maybe disable their ability to level or heal would solve it (fits lore-wise).
2: It seems that some capitals go to about 9 pop, then down to 3 - probably due to rampant crime. Thus giving the AI no chance to build proper defenders. (I struggle badly myself with crime. Warfare tech for melee leveling building and the Form of the Titan wonder is now almost a needed beeline...)
Welcome !Greetings all, apologies if I sound nooby, this is my first post. First I'd like to throw some appreciation at the incredible modders who have worked so hard on this project, particularly the ones like black imperator who continue their work; thank you so much. From the community at large, I wanted to know about the current state of the game and playability of this iteration. I haven't played the game in a long time but there is a certain itch that ffh2 scratches for me that other games and sequels of civ still haven't been able to touch and I've been fiending for a flavorful and magical playthrough for a while now.
As I currently understand it (but most of my research was from yrs ago), for the smoothest performance with no game breaking bugs, more naval ai is still the modmod I should choose. However, after experiencing the incredibly cool mechanics of civs like the spider people or undead Dtesh and Patria, or the slavery one, MNai feels stale in comparison. Basically, are the bugs in this mod too rage inducing? I previously stopped playing because of crashes but this mod has always remained near and dear to my heart. How often do you guys crash and is it only mostly in the endgame? Are there any tips and tricks to reduce crashing? Any civs to disable? What other modmods would you recommend? I've seen some good arguments for Master or Mana and Wild Mana but never tried them.
I will definitely be downloading regardless out of pure nostalgia and respect for the work that continues to be put into this. However I'd like to know how attached I should get to my play through before I get too into it, and in particular the state of the endgame/victory stuff. Should I be playing fast games on small maps to finish without crashing? does the end of the world mechanic work satisfyingly for the sheaim and infernal? Anybody finish a Patria playthrough recently? they were the absolute coolest in my opinion; are their mechanics viable/not bugged in endgame?
Edit: just surfing this forum realized I am echoing some older posts almost word for word (pg 181) So I've probably already been answered, though any new input is always appreciated.
hmmm i did reorganize the lair results to rebalance stuff. I'll check whether i made a mistake. Thanks for the reportI don't know if I'm just experiencing a string of bad luck or if there's some problem with lair results -- epic lairs in particular. I've sent five ships to explore Aifon Isle and they've all been destroyed (I get the "none emerged alive" result). Five in a row? I don't think I've ever seen that before. Again, maybe I've just been unlucky in this particular game, but would be grateful if you looked into how lair results are done. Thanks.