Minor requests and questions thread

That is a bug, you are supposed to be able.
Trolls used to spawn for animal civ, but will be barbarians in 0.23b (fits better I think). But they get hidden nationality, so everyone will be able to attack them.
A unit does not need to be an animal to become totem. Griffons, spiders and trolls are beasts. Also, they need to be captured for your civ to be used, so the original civ does not matter

That makes sense. Thanks for the reply.

Good thing if you add that lair list in the pedia. While you are at it, remember to remove the entry for "troll totem". Keep up the good work!
 
Good thing if you add that lair list in the pedia. While you are at it, remember to remove the entry for "troll totem". Keep up the good work!

Why should I? Troll Totem stays.
Currently (0.23b), the following totems are possible:

Animal units, Animal Civilization, Animal tier (allows replacement by Beast Tier):
  • Wolf
  • Lion
  • Bear
  • Tiger
  • Gorilla
Animal units, Animal Civilization, Beast tier (can be acquired to replace animal tier):
  • Elephant
  • Mammoth (never seen one to be honest, must check the spawning - if you did, tell me)
  • Polar bear
Beast units (require subdue beast to be totemized and provoked), Animal Civilization, Beast tier:
  • Griffon
  • Giant Spider
Beast units, Orc Civilization, Beast tier:
  • Troll (hidden nationality, attacks everything except barbarian orcs and hill giants)

Edit:
I have changed how the totems are acquired. So, summon tiger spell would not cause CtD any more. Should I bring it back then?
I think of removing Battering Ram. With new mechanics it would not break game any more, but I feel it is not needed and instead of separate unit (that has nice model but that is all), everything can be made by a promotion, that can be purchased or gained in city by every melee unit. Doviello would still be able to get it in any forest.

So, what are your thoughts?
 
Ah, I didn't know Trolls were "beast", so I thought you couldn't subdue them.

I guess it's a good idea to bring back the "summon tiger" spell, but I don't have enough experience with Orbis to know if it affects somehow differently the gameplay to consider leaving it out.
 
Summon tiger spell was removed for two reasons.

One was CtD caused by AI adopting tigers and trying to move it.

Second one was more of balance reasons - it was free tiger totem for every unit that had subdue animal.

First is not valid any more, but second one is.
 
Is a 'free tiger totem' really that powerful when you need level 2 to reach it anyway?

Well there's still the Doviello, but..
 
Well, level 2 is easily attainable with hunting lodges, training yards, archery range, whatever and stuff...
 
Summon tiger spell was removed for two reasons.

One was CtD caused by AI adopting tigers and trying to move it.

Second one was more of balance reasons - it was free tiger totem for every unit that had subdue animal.

First is not valid any more, but second one is.

What about making it Summon Panther? The model is already available and panther exist in the FfH universe (see Age of Ice) Allow it to make a cage, but, as it's a sacred animal to FoL, it can't be used as a totem. Functionally it can have exactly the same stats as a Tiger.
 
What about making it Summon Panther? The model is already available and panther exist in the FfH universe (see Age of Ice) Allow it to make a cage, but, as it's a sacred animal to FoL, it can't be used as a totem. Functionally it can have exactly the same stats as a Tiger.

I like that idea... :rockon: I like panthers...
 
This is probably a dumb question but I can't figure out why the Malakim won't accept vassalization in my current game. Our relations are extremely good, they only have 1 city to my huge numbers, and they aren't currently vassalized. The reason they give for not accepting is "sorry, it's out of our hands.". What does that mean? As far as I can tell they are not in a defensive pact or vassal relationship with anyone else.
 
Don't you have turned on No Vassal States by mistake? If it's not that, maybe you're npt powerful enough? Can you vassalize someone else?
 
I don't believe no vassalization is turned on since another civ is somebody else's vassal. Not being powerful enough is usually why people turn down vassalization for me but in that case their reason is generally "We're doing fine on our own". I've never seen "it's out of our hands" before. I'll try building up my military some more but I thought perhaps somebody knew what that specific message meant.
 
Does Patch C keep 5 liches, 5 goblins or 5 minotaurs spawning in areas that I can see? I mean come on! Spawning nastys is one thing, but spawning them right next to one of my units is another! :eek:
 
I do keep getting barbarian spawns I can't figure out either, unless they're spawning in my territory. Groups of 5 barbarian galleys keep pillaging my fishing boats around an island and I own the whole thing.
 
I do keep getting barbarian spawns I can't figure out either, unless they're spawning in my territory. Groups of 5 barbarian galleys keep pillaging my fishing boats around an island and I own the whole thing.

I agree. Plus, shouldn't there be a gradient to this sort of thing? Few barbs, then more and then OMIGODITSTHEHORDE! Plus, that has been a tactic since almost Day 1 in Civ: you need to expand or at least keep the Fog of War to a minimum or the barbs will spawn. As it stands right now, they spawn 5 liches right next to units if full sight of God and Radar. :wallbash:

Plus, I don't think I get to finish my game as Auric Ascended due to graphics, but I have an odd question. I had a big stack of troops getting ready to invade Svartalfar territory (which I was in at the time) when I had to leave the computer while it was running the AI turn. Somehow the Elves managed to push all of the stack back two squares into a city in my territory, except for all the assassins I had in the stack. Plus, the elves moved some units into that square but didn't affect the assassins. What gives?
 
This is probably a dumb question but I can't figure out why the Malakim won't accept vassalization in my current game. Our relations are extremely good, they only have 1 city to my huge numbers, and they aren't currently vassalized. The reason they give for not accepting is "sorry, it's out of our hands.". What does that mean? As far as I can tell they are not in a defensive pact or vassal relationship with anyone else.
First of all, this question belongs to bug thread I think. But anyway, what Xienwolf said. Without save it is hard to guess.

@Arkham
Do barbarian units spawn in claimed area without any lairs? What civ do they belong to (animals, orcs and demons work differently).
 
Holy Crap... All the following before turn 100, most before turn 50.

Game 1 = Killed a skeleton which spawned a wraith.:eek: Wraith takes capital.
Result = Prevent Demonic Hoard option now elected: barring demons from barbarian faction. Like the idea but a STR 9 wraith? Ouch.

Game 2 = SWARMS of animals. Now that animals roam within your territory, growth and development significantly hindered.
Result = Granted I generally play with Wild Lands option on, i think I have to turn it off.

Game 3 = 2 Ira spawn and take my capital.
Result = I think I had Demonic Hoard option off but can't recall. STR 9 or was it 12 with water walking!

Game 4 = 4 Griffins destroy my first settlement... Wings of Doom!

Game 5 = 1 Minotaur spawns near my first settlement (lightly defended)... FEAR! Fortunately he makes way for my capital pillaging along the way. 9 warriors ready at the palisade, 2 survived. However, the following round... 4 Griffins appear on the mountain top just out side my first settlement and... No love with 0.23.

I generally play Amurite on Emperor, which is some what of a challenge and I occasionally get a poor start. However, nothing like this.

Any plans of toning it down? How do I prevent/limit the Minotaur and Griffins? Other then no animals and no barbarians.

P.S. Love the mod, even after having my a$$ handed to me 5 games in a row.
 
Holy Crap... All the following before turn 100, most before turn 50.

I generally play Amurite on Emperor, which is some what of a challenge and I occasionally get a poor start. However, nothing like this.

Any plans of toning it down? How do I prevent/limit the Minotaur and Griffins? Other then no animals and no barbarians.

P.S. Love the mod, even after having my a$$ handed to me 5 games in a row.

I normally play on Prince or Noble and I got pretty much the same thing. One game it was 5 Goblins, 2 turns later 5 minotaurs and 2 turns after that 5 Iras. I was toast.
 
Back
Top Bottom