Minor requests and questions thread

In regard to airships, I do believe that sometimes FfH/Orbis lacks some of the options available in late game vanilla civ. I've mentioned in certain threads about fiddling around with airships as well as the flying promotion.

To wit, if the Kuriotates can magically create airships, why wouldn't other races? As I've complained in the 0.30 thread, the AI often is flummoxed by mountain barriers so having a way to get by these would be needful for any race.

Plus, bombing runs are just too nice to not want. So I do believe that there needs to be a line of magical airships w/a small, small cargo capacity as well as some sort of bombing units. However, as Ahwaric has mentioned, the game mechanics limit most things to a 'helicopter' status which I think is okay given the tech/magical limitations.

I think that a mix of airships, magical flying ships and 'dragons' could allow for the fighter/bomber role that we have in vanilla Civ..
 
Who says the Kuriotates Airships as magical? Aren't they basically just Zepplins? I tend to think there is no magic involved, it is just such an advanced design that it required Cardith's spark of genius (a blessing from their patron god Amathaon) to conceive it.
 
Who says the Kuriotates Airships as magical? Aren't they basically just Zepplins? I tend to think there is no magic involved, it is just such an advanced design that it required Cardith's spark of genius (a blessing from their patron god Amathaon) to conceive it.

No, I don't think they are. Look at the graphic; it is of a flying ship with sails. There is no balloon or any other indication that it isn't some sort of 'flying Dutchman'.
 
Hi everybody, I come from the french forum (civ.fr) of FFH2 and mods. I'm very interested in Orbis and I discover it with pleasure ^^

Sorry for my clumsy english ^^

Well, I tested the Scions and made a cultural victory at the turn 210. I discovered I had three more population than the second. Is it normal ? In other tests the Scions were really strong too. Maybe the calculation of the awakened citizen is too important ?

What do you think about it ?

Oh, well, I'm not sure it's the right topic, so don't care about moving my post ^^
 
What do you think about it ?

In an other way, I want to know why there is a production malus in the agricultural doctrine ?
 
What do you think about it ?

In an other way, I want to know why there is a production malus in the agricultural doctrine ?

I have found that the Scions do better the smaller the map is. That way since they tend to get a jump on early population, it can make a big difference when their lack of city size of their other cities isn't as bad.

Plus if you play with the flag (like I generally do) of "End of Winter" - the lack of food doesn't bother them but slows everyone else down.

However in the large maps, the Scions will suffer in later game, which is probably why the game seems to like putting them on an island away from a lot of the other Civs.
 
Even in big maps, the Scions are too strong in my sense. In my different tests they have a really big score compare to the others IAs. The later game ? I make a cultural victory with them in the turn 210...

Well, I think they should have less awakened, and maybe the patrian artefact may be not so powerfull...

(and yes, I play with "End of Winter")
 
How about making White Hand Illian religion researchable? Like all other religions?
 
The White Hand is in Rife and not in Orbis, like the Ordo Machinarum.
I think Qumi wanted the religion in Orbis as a standard religion, not Illian-only thing.
Good news, I am going to introduce it. I talked with Valkrionn, and White Hand in Orbis will use Rife version, but I have some ideas on my own.
It was planned for 0.30, but due to lack of time it is probable that I will add it in a later patch.
 
I played with Flauros and i searched the diabolic edict, so hyborem came and i was in peace with demons. But when i gained vassals, the peace ends (based on the fact than the others players were in war with demons).

Is it possible to change than, to keep the peace with demons with vassals ?

Another thing : the Scions have too much population. Is it possible to discrease the awakened counter ?
 
Ehm... Trolls in orbis, they are a bit overpowered i think. Spawning in groups of 4, not attacking cities, spotting workers from far away, hunting them down and pillaging every improvement in sight.

I wouldn't mind if they where a bit weaker or if they didn't travel en groups.
 
I have a question about Standing Stones - in Orbis, they provide Nature Mana, but from pedia we know that they have been build by Calculpech who, according to MagisterCultuum, were earth elementals or at least worshipers of Kilmorph. Shouldn't Stones provide Earth mana then ? Or maybe in Orbis they are more like Stonehenge, a holy place for druids/Nature worshippers ?
 
A feature I would like to see carried over from Fall Further...

How about using the Great Generals to actually command a band of troops instead of just a single unit. Fall Further allows a general to command 3 troops at level 1 and he gains exp with each battle his troop wins or he himself fights. The generals promotions also make his troops stronger if they stay within a range limit.

Could you bring this to Orbis as well?
 
A feature I would like to see carried over from Fall Further...

How about using the Great Generals to actually command a band of troops instead of just a single unit. Fall Further allows a general to command 3 troops at level 1 and he gains exp with each battle his troop wins or he himself fights. The generals promotions also make his troops stronger if they stay within a range limit.

Could you bring this to Orbis as well?

This was pretty cool, but only if it doesn't turn Orbis into a Featurebloat Kitchen Sink Mod (a mod that aspires for everything INCLUDING the kitchen sink, like FF)
 
This was pretty cool, but only if it doesn't turn Orbis into a Featurebloat Kitchen Sink Mod (a mod that aspires for everything INCLUDING the kitchen sink, like FF)

The thing about 'Kitchen Sink' mods: In adding whatever you feel like, you are best able to create innovative new features. Look around at the major mods, and tell me which one has features which were emulated by the other mods. ;)
 
Ehm... Trolls in orbis, they are a bit overpowered i think. Spawning in groups of 4, not attacking cities, spotting workers from far away, hunting them down and pillaging every improvement in sight.
I wouldn't mind if they where a bit weaker or if they didn't travel en groups.
Ok, now AI is too intelligent? ;)
Troll is strength 4 - hard at start, so I might make them spawn later. But hunters, and experienced axement have no trouble with them.
I have a question about Standing Stones - in Orbis, they provide Nature Mana, but from pedia we know that they have been build by Calculpech who, according to MagisterCultuum, were earth elementals or at least worshipers of Kilmorph. Shouldn't Stones provide Earth mana then ? Or maybe in Orbis they are more like Stonehenge, a holy place for druids/Nature worshippers ?
I have changed it when I added earth mana to gate to underdark (perfect feature for Khazad start btw). Now it provides jewels, but Mount Kalshekk provides earth mana. So for diversity sake (and nice green glow:mischief:), Standing Stones got nature mana. If it does not fit pedia entry, I should probably change the description to something more druidic.
A feature I would like to see carried over from Fall Further...
How about using the Great Generals to actually command a band of troops instead of just a single unit. Fall Further allows a general to command 3 troops at level 1 and he gains exp with each battle his troop wins or he himself fights. The generals promotions also make his troops stronger if they stay within a range limit.
Could you bring this to Orbis as well?
Not sure I want. After 1.0 is out (as I have locked features for it) I will take a look at FF & HoTK generals and decide which one I like better, and if it is worth the trouble of porting it.

Regarding other requests for FF/RifE features I have read somewhere today:
White Hand is already in for 1.0
another civs - I am tempted to include giant civ, but not sure I like all Jotnart mechanics, plus I would require the creator's permission for the port.
Never played D'Tesh...

Edit:
The thing about 'Kitchen Sink' mods: In adding whatever you feel like, you are best able to create innovative new features. Look around at the major mods, and tell me which one has features which were emulated by the other mods. ;)
:confused:
 
The thing about 'Kitchen Sink' mods: In adding whatever you feel like, you are best able to create innovative new features. Look around at the major mods, and tell me which one has features which were emulated by the other mods. ;)

I never said kitchen sink=bad, in fact I play one called RoM-AND
I just like Orbis putting in one feature refining it then adding the next
 
Honestly, ArcticCircle (original creator of the Jotnar) pretty much finished it and left, haven't seen any activity from him since. There are also two rather distinct versions already... You could just take what you want, and twist it your own way. :lol:


The D'tesh are awesome. Partially because of their sheer simplicity. 5 improvements buildable, all organic resources (but one horse) are ashed, increasing research; Limited cities; Only 3 unitcombats; Grows from combat. They are quite easy for a human to play (harder for the AI, not much you can do there though), and very easy to port... Of course, features I described are from the next version, some aren't implemented yet.
 
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