Final Fixes Reborn

Really enjoying the Mod - I used to LOVE Fall from Heaven and this addition of extra depth makes it feel new again. So thanks to all the contributors!!

I have a couple of questions that I'm not certain are bugs, or perhaps I've made a mistake that is causing some issues.

1 - There are a couple of Demonic Barrows near my southernmost city (playing Hamstalfar) that show "0% Demonic, 100% Hamstalfar" but the terrain is still grey and appears to be owned by the Demonic faction - is this due to a missing tech (as I see that my Centaur Village needs Horseback riding to utilize I believe as it's not growing yet and I assume that's the issue) but this one is different because I can't even take over the hex ownership.

2 - One of my Vagabonds (Hunter type unit) just beat a Gorilla band, but now upon gaining a level is showing promotions for Commanders (such as Increasing Command limit by +1). I'm guessing this is a bug. Is it common or an issue or can I ignore it?

3 - Is the mod generally stable or is it still under a good amount of development and are significant bugs to still be expected - I don't mind if it is just want to be sure I know what I'm getting myself into.

Thanks!

1) that one is a bug, haven't figured out the reason yet.
2) there are ways for units to gain a secondary unitcombat. It may be the case here.
3)still under development ^^
 
(apologies if there's a better forums to post strategy for this mod mod)

Question: when would you ever want to build workshops?

I can never find a reason. They're the weakest improvement in the game and there's always something better to build, usually a farm or cottage. It's to the point where I would rather have an unimproved tile than a workshop, because giving up 1 food for 1 hammer is a bad trade. Food is always the best resource, since it can so easily be converted into anything you need (more tiles worked, slave whipping, drafting, specialists, vampire feeding). And even if you don't need food, cottages are the better option (or water/lumber mills). This isn't even mentioning Agrarianism, an early easy to get civic that turns it into +1F +1H vs -1F +1H. (there is stuff to improve workshops, but the same is true for other improvements and workshops never pull ahead).

Am I missing something? Is there a situation where workshops are better than farms/cottages/mills?
 
Am I missing something? Is there a situation where workshops are better than farms/cottages/mills?
I don't think you are missing anything. The only thing I can say is that this is the same question I have been asking my self for over a decade in regard to Workshops in the vanilla game as well. It's like do you ever build them in any variant of CIV at all?

I mean, they are only ever useful if you are in some sort of crazy situation like loads of floodplains and food resources so you just have too much food. Or if you are running sacrifice the weak.
 
Hello!
Sorry if this is a noobish question, but I just tried out Ashes of Erebus and I have a major problem. Religion-founding tech can't be researched in my games except Corruption of Spirit, White Hand, Deception and Honor. The techs show up in the research tab but they are red, thus I can't research them, ever. I've tried it out with Bannor, Lanun, Balseraph and a variety of other civilizations. The AI also never founds a religion, except the above four. I tried deleting and redownloading the mod, but it didn't work. I usually play on WorldofErebus with broader alignments, all unique features, living world and wild mana.
EDIT: Nevermind, it randomly started working. The techs are again researchable for some reason.

For future reference, you probably had the "disable religion" option enabled without being aware of it. Whenever you try a new mod, or switch from one to another, start a "play now!" game. You don't have to play it, just get to turn 1 of the game, then you can quit to the main menu. This will clear all the options to their default setting.

Ah, posting that spiel makes me feel so nostalgic...

Seems I can't research Corruption of Spirit on revision 296 playing via DVD even with the Sheim. Checking to see if it was disabled or if it's an actual bug. I don't want to revert as this version is very stable otherwise haha.

it's most likely that you have an hidden option activated. Try starting a play now game first, it should revert all options

I finally got around to playing a game of Ashes of Erebus. When I researched Honor, I didn't get the free Ecclesiastic I was supposed to. Same thing happened when I researched Way of the Earthmother: I didn't receive a Thane of Kilmorph. (I didn't research other religious techs before abandoning the game.) I was playing as the Mazatl, if you think that makes a difference. And if you need my full game settings, I can let you know that as well.

Both with the most recent Ashes of Erebus (downloaded from the Sourceforge source) and with the Ashes Rising variant available on ModDB, I've had the following (along with several other) issues:
1. Earthmother and Corruption are redded out for any player and can never be researched. Earthmother, Corruption, and Empyerean can never be made active for any player, as evidenced by going into Worldbuilder and attempting to assign them- they remove themselves from the city in question as soon as you close the edit window/editor.
2. The "Play Now" solution suggested in the past is.. well, not a solution. It does clear the options (other than Flavor Start, for some reason) but subsequent loads- both via Play Now and via Custom- still load in bugged.

Edit: Deleting the CivilizationIV.ini file appears to have fixed things. Leaving this note here for potential future reference.

3. Non-founding research into a religion isn't giving the religion or any missionary for the religion. Not sure if that's intentional?

Also, any news on adding Platy support? I know that was tentatively on the table back in 2017, but I guess if it hasn't happened by now, it's for sure never happening?
I ask mainly since Platy does have the ability to view and edit game options (even hidden ones) and so that feels like it'd be helpful for this kind of situation.
 
Both with the most recent Ashes of Erebus (downloaded from the Sourceforge source) and with the Ashes Rising variant available on ModDB, I've had the following (along with several other) issues:
1. Earthmother and Corruption are redded out for any player and can never be researched. Earthmother, Corruption, and Empyerean can never be made active for any player, as evidenced by going into Worldbuilder and attempting to assign them- they remove themselves from the city in question as soon as you close the edit window/editor.
2. The "Play Now" solution suggested in the past is.. well, not a solution. It does clear the options (other than Flavor Start, for some reason) but subsequent loads- both via Play Now and via Custom- still load in bugged.

Edit: Deleting the CivilizationIV.ini file appears to have fixed things. Leaving this note here for potential future reference.

3. Non-founding research into a religion isn't giving the religion or any missionary for the religion. Not sure if that's intentional?

Also, any news on adding Platy support? I know that was tentatively on the table back in 2017, but I guess if it hasn't happened by now, it's for sure never happening?
I ask mainly since Platy does have the ability to view and edit game options (even hidden ones) and so that feels like it'd be helpful for this kind of situation.

3 not giving the religion is intentional,but it should give a missionary, yes. I'll check

4 It's still on the todo list, but it's not very high on the list, as it's not something i see as particularly urgent, nor very easy to merge ^^
 
3 not giving the religion is intentional,but it should give a missionary, yes. I'll check

Since clearing the ini file, the missionaries seem to spawn properly- though, without fail, they always [across two games and across reloads with Random Seed active] appeared in my most new city/settlement (as Kuriotates), so that struck me as a bit odd. Could just be a Kuriotates quirk (or even just a bizarre coincidence), though, so I'll have to see later if it happens with other civs. Assuming that's not intentional, at least? But the free great people from techs seem to reliably spawn in my capital, so I'm assuming it's not.
 
Since clearing the ini file, the missionaries seem to spawn properly- though, without fail, they always [across two games and across reloads with Random Seed active] appeared in my most new city/settlement (as Kuriotates), so that struck me as a bit odd. Could just be a Kuriotates quirk (or even just a bizarre coincidence), though, so I'll have to see later if it happens with other civs. Assuming that's not intentional, at least? But the free great people from techs seem to reliably spawn in my capital, so I'm assuming it's not.

i have no idea what system is used to select the city the missionary shows up in ^^ i'll check.
 
I don't think you are missing anything. The only thing I can say is that this is the same question I have been asking my self for over a decade in regard to Workshops in the vanilla game as well. It's like do you ever build them in any variant of CIV at all?

I mean, they are only ever useful if you are in some sort of crazy situation like loads of floodplains and food resources so you just have too much food. Or if you are running sacrifice the weak.
Workshops are indeed the weakest improvement, but mid-game it allows you to get a mine-equivalent where you only had flatlands...
but I agree that they could do more ... -1F +2H from scratch ? (and even that is not much)... maybe they give a "worker" specialist in the city?
 
It's the -1 food that kills them for me. Without that the workshop would be a decent proxy for a mine or forest as you say. But with that malus it's basically a transforming downgrade turning grasslands into plains and plains into well crappier plains. And given that food is the most useful of all resources being readily convertible into units, hammers, specialist and GP points and a lot of other stuff the small production bust just isn't worth it.
 
It's the -1 food that kills them for me. Without that the workshop would be a decent proxy for a mine or forest as you say. But with that malus it's basically a transforming downgrade turning grasslands into plains and plains into well crappier plains. And given that food is the most useful of all resources being readily convertible into units, hammers, specialist and GP points and a lot of other stuff the small production bust just isn't worth it.
I am not at all great at this game, but I build them more than windmills. By the mid game in many cities I can get excess food, workshops are a way for flatland cities to get production, and with erebus continent you tend to have some cities with no hills at all. Once you have the national epic pumping out GPs other cities find it hard to produce any. Sacrifice the weak cuts the amount of food you need in half. Slavery allows you to turn this pop into hammers, but when the cities are big it is not that efficient and you are limited in the rate you can do this without building up unhappiness. In these circumstances workshops can be useful. They could perhaps get another hammer with a tech later in the game though.
 
I guess they could be useful if your terrain is really light on forests and hills like if you are deliberately running with a high AC and lots of hell. I did not consider that.
 
I guess they could be useful if your terrain is really light on forests and hills like if you are deliberately running with a high AC and lots of hell. I did not consider that.
There is that. It also come up in desert areas, where there are no forests to start with and are frequently flat.
 
Aren't desert areas usually starved for food though?
 
Aren't desert areas usually starved for food though?
Once you get adepts with water usually not. All riverside tiles are floodplains, and any other can be grassland or plains as you wish. The way I play anyway.
 
Well, yes, terraforming them to something not desert does work. But like, than they ain't desert any more.
 
I don't really care about the -1F...
it's just that a whole workshop just to change yield isn't worth it.
all other improvements give a bonus yield.. workshop is the only one that is yield-neutral.

Bloom is better... a forest gives +1H, +1Health, and option to build lumbermill.

it could barely be worth it if workshops scaled much more than other improvements with civics and techs.. but that isn't the case.
farms get +2 (agri ; sanitation)
mines get at least +2 (arete ; blasting powder)
mills get at least +2 (mechanization ; +1 civic)
 
Playing as the Cualli for the first time in a long time, and a few observations/suggestions:

1) Civilizations such as the Cualli, who can't research religious techs and build temples, could use some help in reducing crime. The only Cualli UB right now is the Sacrificial Altar, so an easy move might be to give that something like -5 to the Crime Rate. And maybe the Cualli Palace could give -10 to the Crime Rate in all cities instead of just the capital. A possible new UB would be a Temple of Agruonn, maybe available at Philosophy, which would give -5 to the Crime Rate (along with +1 :) and +20% :culture:).

2) Why can Priests of Agruonn upgrade only to Shadow Priests of Agruonn and not to Eidolons, Druids, or Paladins? I realize that Druids and especially Paladins are improbable because it's highly unlikely that the Cualli can change their Alignment to Neutral or Good, but it seems strange that Eidolons are not an upgrade path.

3) Since they can't research religious techs and build temples, the Cualli lack a Tier 1 Disciple unit that can quickly pacify a city with a Culture burst, hampering them in war. I would suggest giving them such a unit, maybe called Disciple of Agruonn, available with the Temple of Agruonn at Philosophy.

Just a few thoughts.
 
The Scions can't build Hawks, so they can't see Invisible units. Their only unit who can see Invisible units is Themoch, which isn't much.

So a few possibilities:

1) Allow them to build Hawks.

2) Give them a UU replacement for Hawks. If we're going to go with a quasi-Roman theme, then maybe Eagles? Not sure how to differentiate them from Hawks, but perhaps give them the ability to attack and defend, like many other Flying units (Roc, Hippogriff, Griffon, the various Drakes, etc.). On the other hand, the Scions' racial is Undead, but I don't know what an appropriate Flying unit that can see Invisible units would be -- maybe a Will-o'-Wisp (going off D&D), so I think I prefer to stick with the Roman theme.

3) To really differentiate them from other civs, have one of their UB National or World Wonders reveal all Invisible units within their borders, like the Dies Diei does. Palace of the Scions, Thaumaturge's Keep, Dark Council, Melante's Residence, Spirit Mill.

Not a huge deal, but seems strange to me that they lack other civs' ability to see Invisible units.
 
The Scions can't build Hawks, so they can't see Invisible units. Their only unit who can see Invisible units is Themoch, which isn't much.

So a few possibilities:

1) Allow them to build Hawks.

2) Give them a UU replacement for Hawks. If we're going to go with a quasi-Roman theme, then maybe Eagles? Not sure how to differentiate them from Hawks, but perhaps give them the ability to attack and defend, like many other Flying units (Roc, Hippogriff, Griffon, the various Drakes, etc.). On the other hand, the Scions' racial is Undead, but I don't know what an appropriate Flying unit that can see Invisible units would be -- maybe a Will-o'-Wisp (going off D&D), so I think I prefer to stick with the Roman theme.

3) To really differentiate them from other civs, have one of their UB National or World Wonders reveal all Invisible units within their borders, like the Dies Diei does. Palace of the Scions, Thaumaturge's Keep, Dark Council, Melante's Residence, Spirit Mill.

Not a huge deal, but seems strange to me that they lack other civs' ability to see Invisible units.

I don't usually quote myself, but thought about this a bit more. The downside to option 3, a building that reveals invisible units within their borders, is that you still lack the recon ability that Hawks provide, so I think I'm inclined to go with either 1 or 2, preferably 2 if there's some way to program a flying unit to be able to fly recon mission while also being able to attack and defent.
 
Hey folks, any new SVN Version out or in view for testing? I would like to play a new game soon and having new content for this great mod is always great :-).
Best regards
 
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