Minor requests and questions thread

For bypassing the guild limitation (in city screen display) there are quite a few base BtS modcomps that accomplish it. I think Rapture is one of the better ones, pretty sure I remember it saying that cities will only display the corporations actually present, and in the event of having more than 7 present it gives you a scrollbar. (that mod allows 149 or so religions, so needed something solid in this regard)
 
What determines when the animals/demons build their heroes? Because Sailor's Dirge is a very cool idea but always gets built way too late in my games; one of the frigates I have just lying around on fishing boats has a 75% of killing it all by itself.
 
I guess there's a technology requirement... Now that you mention it, I saw many times the Dirge appear in my testgames... I guess forcing some techs made that. Usually, there's a random chance that the event won't trigger too...
 
Technically, I have no question. I just wanted to pop by and say that I have been playing FFH2 for about two years, just tried Orbis, and loved it. I congratulate you on your awesome modmod and am waiting to see any future brilliant ideas you have :)
 
Yes, another question! I can't figure out how the Marksman promotion works for enemy assassins. Marksman is supposed to cause an attack on the weakest unit in a stack instead of the strongest. But in my war with the Doviello their Assassins are always targetting my Archmages first. I put 10-12 Ecclesiastics in the stack with my Archmages on the assumption that they would be targeted first and, hey, MEATSHIELD.

My archmages are base strength 5 with Combat V promotions which should be +100%. That's strength 10. The Ecclesiastics are base strength 3 with no combat promotions. Unless I'm totally bad at math, 10 is greater than 3 so the Ecclesiastics should always be preferentially targetted by the assassins. But no, the archmages drop like flies.

What gives?
 
So I came up with a few hated civics and thought I'd post them here.

Amelanchier and Arturus Thorne are both isolationist nationalists, so Foreign Trade, because that is the most open society-esque civic.

Perpentach should get either Scholarship or Enlightenment. I'd imagine the Mad King hates it when stuff is making too much sense.

Einion Logos has Military State, since he's the most anti-militant of the leaders.

Risen Emperor dislikes others who claim to be a God King. He's the only one worthy of such a title and the others are just arrogant upstarts.

Sandalphon, having freed himself from bodily needs in pursuit of knowledge, should dislike Consumption.
 
Well, although Amelanchier and Arturus may be isolationists, there is no reason why they would hate free trade, as long as it does not apply to their lands.

Perpentach, I can't say. He is too random to dislike something that makes sense. It's all dependant on his mood
 
I note that one of the info screens says that druids are only available to neutral civs (like paladins for good civs and eidolons for evil), but I never have a problem making them with good civs. Is that a bug or an inaccurate info screen?
 
Wrong thread? AgentTBC? ;)
 
So I came up with a few hated civics and thought I'd post them here.

Amelanchier and Arturus Thorne are both isolationist nationalists, so Foreign Trade, because that is the most open society-esque civic.

Perpentach should get either Scholarship or Enlightenment. I'd imagine the Mad King hates it when stuff is making too much sense.

Einion Logos has Military State, since he's the most anti-militant of the leaders.

Risen Emperor dislikes others who claim to be a God King. He's the only one worthy of such a title and the others are just arrogant upstarts.

Sandalphon, having freed himself from bodily needs in pursuit of knowledge, should dislike Consumption.
I agree with Seon on Perpentach, also, foreign trade is good for money so I think it is good for Arthurus. Amelanchier? Don't know, think Ivelleth could be more isolationist in that regard.
I can't add the same civic as both favoured and hated, that would be weird (Risen Emperor)

I note that one of the info screens says that druids are only available to neutral civs (like paladins for good civs and eidolons for evil), but I never have a problem making them with good civs. Is that a bug or an inaccurate info screen?
The latter. I have changed religions a bit and FoL (which is a bit associated with druids I think) does not like Order and AV. So, you can't build druids only if following either of the two, regardless of alignment. Emerald knights won't like you converting to Order or AV either.
Wrong thread? AgentTBC? ;)
;)
 
Okay, I'll keep brainstorming. Just to clarify, I know leaders are going to hate those who use their hated civics, but are they also refusing to use the said civic?
 
@Jake: Yes. They have a huge modifier against using their HatedCivic... at least in LeadersEnhanced. I don't know if Ahwaric ported this change to Orbis. They also won't hate someone using their HatedCivic if they're using it too.
 
What controls how common or rare resources are on the maps? I generally find resources too common; I just started over a game because it seemed like every other hex was a resource. There were like 30 on the screen at any given time. So I'd like to cut it way back.

I thought maybe GlobalDefinesAlt but I don't see anything in there at first glance. I looked for files relating to the various maps and found two python scripts, one for Creation and one for Erebus but didn't see what I was looking for. So where is this controlled?
 
In XML/Terrain/BonusInfos.xml

However, I don't know what all the tags mean, never touched that file much. I'm sure there is a thread somewhere that describe how this file work... can't find it though :(

Edit: Ah, there you go! :D
 
The AI on a number of Civ's seems somewhat confused. In few games, Bannor and Illians in particular, have expanded incredible slowly compared to most other races. While the dam elves are rampant! Would giving every civ agriculture help?

Also, Lanun tend not to build their pirate coves and the tree huggers tend to spam forestry (which is actually a good tactic). I appreciate that AI is hard but while everybody else clamours for new shiny toys, the AI is the most critical aspect of game play to a lot of people who only ever play single player.

PS - Your winded withdrawal mechanic was a stroke of genius and i hope it makes it at least into FF, it has made the game far more enjoyable - Bravo :)
 
I made some tweaks to the AI in the new version of Leaders Enhanced. I hope that if they prove themselves useful, Ahwaric will add them to the main mod.

The core things are beelines: if the AI has sea food nearby its capital, it will research Fishing right away. If not, it will research Agriculture right away. Then I run a function that checks what tech the AI needs between Hunting, Animal Husbandry, Masonry, Mining, Calendar and Pottery. They will research the one enabling most of their resources first, then the others. I think it helps the AI a lot at the start...

I also removed the Bronze Working beeline from the Doviello and the Bannor. That's why they're so crappy. They overlook agriculture for Masonry -> Mining -> Bronze Working, nearly 100 turns wasted on normal without even researching a food tech.

However, the AI is still crappy when it is overwhelmed by animals or barbarians... Will need to check that :)
 
I made some tweaks to the AI in the new version of Leaders Enhanced. I hope that if they prove themselves useful, Ahwaric will add them to the main mod.

The core things are beelines: if the AI has sea food nearby its capital, it will research Fishing right away. If not, it will research Agriculture right away. Then I run a function that checks what tech the AI needs between Hunting, Animal Husbandry, Masonry, Mining, Calendar and Pottery. They will research the one enabling most of their resources first, then the others. I think it helps the AI a lot at the start...

I also removed the Bronze Working beeline from the Doviello and the Bannor. That's why they're so crappy. They overlook agriculture for Masonry -> Mining -> Bronze Working, nearly 100 turns wasted on normal without even researching a food tech.

However, the AI is still crappy when it is overwhelmed by animals or barbarians... Will need to check that :)

Fantastic news! :goodjob:
 
The AI needed it :sad: Was really crappy... Seeing civilizations without agriculture at turn 300 was awful!
 
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