Minor requests and questions thread

medusa001: Did you patch to 0.23b? The barbarian spawns are toned way down in b. It sounds like you're playing 0.23a to me.

Maybe not so minor request on my part: How do you adjust what the AI prioritizes early on? The 3 food per pop thing is a good idea but the AI for a bunch of civs needs to be adjusted for it. The Bannor, for example, are constantly ending up with one tiny city (pop 3!) 200 turns into the game because they don't know they need to research agriculture and build farms right away. They keep building towns which is great, except the 2 food from the grassland tiles doesn't support pop growth. They even build towns on food resources they don't have the tech for.

For example, in my current game the Bannor got what should be an awesome location. They are on a river at the coast with some deer in their radius. River and grasslands as far as they eye can see with all kinds of juicy resources. Freakin' YGGDRASIL is about 5 hexes away. And it's turn 200 and they have one pop 3 city because they spammed out towns right at the start, including on the deer hex, and never grew their initial city over pop 3 which obviously crippled their research.

Same thing with the Sheim. Built a bunch of towns on their grassland river tiles and didn't have the food to grow their initial city. They built a quarry on their pig resource because they don't have animal husbandry: They actually managed to get up to pop 6, though, because their deer resource wasn't on the river so they didn't build a town on it and managed to research hunting and put a camp down. Yay, a pop 6 city at turn 200!

There must be a way to tell the AI to prioritize food at almost all costs with their first city?
 
I remember an idea from a while ago that could be resurrected and discussed... it is a way to get early coast raids like the vikings. The way the mechanics would work is that early units would be able to cast a boat (a viking Karve) that would be very weak (like str 1-2) that they could use to travel the coast to land and raid and pillage other civs. It would require the fishing tech and raiders trait and must be cast in the forest (but doesn't consume the forest). The karves are destroyed when the casting unit leaves the boat. With the early game so focused on other important things, I think having a castable boat to carry units to conduct raids would add a lot to the "raiders" feel. Anything to enhance the sea is sorely needed in this game IMO. To be more fair to non raider trait leaders and civs, they could build a karve instead of casting and have it cost like 20 hammers. The built karves would also not be destroyed when the unit leaves and could be upgraded to other boats. They would also benefit by having other units as cargo (except maybe no settlers) where the castable ones would only carry the caster.

Another minor request - to look at the enhanced coastal cities changes and see if anything would fit in - for example some of the civics changes like getting food from trade routes is a nice change...
 
@Arkham
Do barbarian units spawn in claimed area without any lairs? What civ do they belong to (animals, orcs and demons work differently).

Well the goblins that spawned had to be orcs. I had turned off the Demonic Horde so it couldn't be them...but you know, I just realized I had turned DH off in the custom game screen and I still got 5 liches show up! Hmmmm, weird.

Well I've patched to C and so far in my new game not so bad.

Still hope someday there will be a gradient for sea monsters from minor to nasty. Like the 'new' kraken!

Oh, any chance you'll steal that code so you can have either all minor leaders (w/random) or none that was posted in the Enhanced Leader thread? I like it!
 
Well the goblins that spawned had to be orcs.
Not really. I have blockd weird combos in .23 b, so 23a was a strange place.

Well I've patched to C and so far in my new game not so bad.
Still hope someday there will be a gradient for sea monsters from minor to nasty. Like the 'new' kraken!
I want to, but animals do not use tech prerequirements so it is hard to set when they spawn. Will have to dig in the code or wait for Xienwolf to change that. BUt it is planned, trust me.
Oh, any chance you'll steal that code so you can have either all minor leaders (w/random) or none that was posted in the Enhanced Leader thread? I like it!
Thanks for pointing this out, I just spent 2 hours trying to find where to block it...
Added the blocking part. Is there a real demand for enabling all of them?
 
Minor question: How exactly does the "guardsman" promotion work? It says it protects against marksman units attacking the stack but the Balseraph Taskmasters are still picking off my mages while a units or units with guardsman are present in the stack. Is it a % chance? Maybe something else is required as well? Or is it buggy?
 
Very minor request:

Change the Clan of ember pagan temple so it gives +1 XP to all land units instead of +2 to disciple. Seems to me more appropriate. I actually changed my setup to do just that and it seems just right. You do not notice the +1 at first but your units get promoted earlier.

I picture that as a kind of initiation rite involving fire and you have to go through it to be real Clan.
 
I think the Illians need a religion civic. I mean, come on, they're not neutral.
 
I think the Illians need a religion civic. I mean, come on, they're not neutral.

Well here is what I said over on the Leaders Enhanced thread:

...Plus, in light of the change in leaders soon in North Korea, you'd think that perhaps the Risen Emperor and Auric would be able to use a Great Prophet to create a unique building to glorify themselves in that disturbing "Dear Leader" sort of way. Plus, I do think that the Illians and the Scions need a 'religion' or more properly a cult of personality (CoP) that would enable them to build religious buildings. I don't see either of them going for 'humanism' like the Mechanos and Grigori would.

This CoP would spread mostly in their own borders but probably would have a lesser chance of ever spreading in non-Illian/Scions cities. Perhaps, if it could be coded, the % chance of CoP spreading in non-Illian/Scions cities would change dependent on their victory score. I mean if the Illians are running rampant over creation, you'd think a lot of people would start to believe his hype.
 
I just captured Acheron the Red Dragon. Is he a normal beast for those purposes? I never thought about it before.
 
I just captured Acheron the Red Dragon. Is he a normal beast for those purposes? I never thought about it before.

Yes you can cap him now... an addition to orbis that totally rocks!:rockon::rockon::rockon: and I think was due to bugs that would put Acheron out of his city... now whoever caps him can move him around.
 
Minor question: How exactly does the "guardsman" promotion work? It says it protects against marksman units attacking the stack but the Balseraph Taskmasters are still picking off my mages while a units or units with guardsman are present in the stack. Is it a % chance? Maybe something else is required as well? Or is it buggy?
Seems buggy. Need to test it, guardsmen should go first if marskamn attacks no matter the odds.
Change the Clan of ember pagan temple so it gives +1 XP to all land units instead of +2 to disciple. Seems to me more appropriate. I actually changed my setup to do just that and it seems just right. You do not notice the +1 at first but your units get promoted earlier.
I picture that as a kind of initiation rite involving fire and you have to go through it to be real Clan.
The disciple bonus is there to reflect the shamans role - they speak Bhall's will. But +2xp to disciple and +1 (or even 2) to melee could be ok, too. Should I?
By the way, any other feedback on the temples? Might need some changes, have been added ages ago.
I think the Illians need a religion civic. I mean, come on, they're not neutral.

This CoP would spread mostly in their own borders but probably would have a lesser chance of ever spreading in non-Illian/Scions cities. Perhaps, if it could be coded, the % chance of CoP spreading in non-Illian/Scions cities would change dependent on their victory score. I mean if the Illians are running rampant over creation, you'd think a lot of people would start to believe his hype.
I think they would like the civic, but hate to add another one. Maybesome other kind of bonus.
I will not add cults for just single civilizations, CotD is the borderline. I assume that every Illian/Scion/Mechanos city follows the official religion, depending on the civ. Scions can already spread the word, but some more sophisticated cultist mechanics can be good.
Any chance of killing off Loki's voice or only making it occur one per game session?
I think it has something to do with him casting his puppet spell. Anyone knows what causes him to speak?
Yes you can cap him now... an addition to orbis that totally rocks!:rockon::rockon::rockon: and I think was due to bugs that would put Acheron out of his city... now whoever caps him can move him around.
Not mine, he is a normal beast and as such, he is capturable. There are simply more capable units, as I kept free subdue promotions for nature line.
Only thing I have changed, Held units can cast spells. So, Korrina can summon skeleton and use him to scout/fight without leaving Scion capital, and Acheron can use meteor shower/roar.
 
I will not add cults for just single civilizations, CotD is the borderline. I assume that every Illian/Scion/Mechanos city follows the official religion, depending on the civ. Scions can already spread the word, but some more sophisticated cultist mechanics can be good.

Well I was thinking it would work like a religion but would have a lesser chance of spread beyond that cultures borders. I mean maybe the people of North Korea believe all the "Dear Leader" hype but probably not outside their borders.

I called it a cult only to distinguish it from the 'real' religions of Erebus in those have Gods that are worshiped. Again, I don't see the Illians and Scions going the Humanist route but could see them having temples/shrines to their own leader. Auric especially since if he is going to ascend, he'd want to prepare his people for his coming divinity.

I think what people like me are asking for or at least thinking is that the Grigori and the Mechanos need something like a temple to compensate for their lack of a religion building. As I have pointed out before, the Grigori and Mechanos are kind of nerfed since they can't win a Altar of Lutunar or religious victory. Not being able to keep happiness up w/religious buildings doesn't help either.

I think things like Philosopher Academy or Meditation Grove and things like that have been mentioned. Perhaps instead of something that increases :science: perhaps another building that just increases happiness. Off the top of my head, I can't think of anything other than some form of 'coffee shop' - before you laugh, remember that the Lloyds of London came out of a coffee shop that was frequented by mercantile shippers and other business interests who came up with the insurance company idea there. In many European cities, the coffee shop (or something like it) was a place for people to come together to drink and socialize and a lot of art, culture and the like came out of it.

Of course since the idea is to increase happiness and culture, perhaps the Grigori/Mechanos might have access to a 'super monument' that represents them turning a lot of creative energies into creating things similar to the Arc de Triomphe and other such great works that beautify their cities but aren't up to national or great wonder status.

I think it has something to do with him casting his puppet spell. Anyone knows what causes him to speak?

I think the annoying "Here I am" is when the create puppet spell is cast. Since Loki does this quite often, it's almost always annoying. :mad:

BTW, I take it the new BTS 3.19 probably crashes the current Orbis version, yes?
 
"Here I am" is CreatePuppet.wav found at Fall from Heaven 2\Assets\sounds\Spells

Simply changing that file should make Loki less annoying.
 
Well I was thinking it would work like a religion but would have a lesser chance of spread beyond that cultures borders. I mean maybe the people of North Korea believe all the "Dear Leader" hype but probably not outside their borders.

I called it a cult only to distinguish it from the 'real' religions of Erebus in those have Gods that are worshiped. Again, I don't see the Illians and Scions going the Humanist route but could see them having temples/shrines to their own leader. Auric especially since if he is going to ascend, he'd want to prepare his people for his coming divinity.

I think what people like me are asking for or at least thinking is that the Grigori and the Mechanos need something like a temple to compensate for their lack of a religion building. As I have pointed out before, the Grigori and Mechanos are kind of nerfed since they can't win a Altar of Lutunar or religious victory. Not being able to keep happiness up w/religious buildings doesn't help either.

I think things like Philosopher Academy or Meditation Grove and things like that have been mentioned. Perhaps instead of something that increases :science: perhaps another building that just increases happiness. Off the top of my head, I can't think of anything other than some form of 'coffee shop' - before you laugh, remember that the Lloyds of London came out of a coffee shop that was frequented by mercantile shippers and other business interests who came up with the insurance company idea there. In many European cities, the coffee shop (or something like it) was a place for people to come together to drink and socialize and a lot of art, culture and the like came out of it.

Of course since the idea is to increase happiness and culture, perhaps the Grigori/Mechanos might have access to a 'super monument' that represents them turning a lot of creative energies into creating things similar to the Arc de Triomphe and other such great works that beautify their cities but aren't up to national or great wonder status.
It's possible to add more unique buildings for them. To simulate "cultness" for some, those buildings could be created by units (like Spreading religion) instead of being built.

I think the annoying "Here I am" is when the create puppet spell is cast. Since Loki does this quite often, it's almost always annoying. :mad:
"Here I am" is CreatePuppet.wav found at Fall from Heaven 2\Assets\sounds\Spells

Simply changing that file should make Loki less annoying.
It's also easy to change the sound define used when the spell is cast so that it still do a sound but not the same.

BTW, I take it the new BTS 3.19 probably crashes the current Orbis version, yes?
You're right :)
 
I think they would like the civic, but hate to add another one. Maybesome other kind of bonus.
I will not add cults for just single civilizations, CotD is the borderline. I assume that every Illian/Scion/Mechanos city follows the official religion, depending on the civ. Scions can already spread the word, but some more sophisticated cultist mechanics can be good.

I'm planning on adding a few cults myself, but by cult I mean guild. :lol: I think that would be a decent way to do it.
 
I'm planning on adding a few cults myself, but by cult I mean guild. :lol: I think that would be a decent way to do it.

With the current number of guilds in Orbis, it is no=go without cutting some. Do you want me to?

But some special buildings will be usefull, I will try to come up with something, some good ideas here, too.
 
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