Minor requests and questions thread

Fairly sure that Ahwaric is already working on merging it... At least, he requested the files from me. ;)

I know other people dislike Awakened spawning... But that's one thing I refuse to change. They've been that way since they were first started, and it's one of the things I like about them... Particularly when you don't get many and you're struggling to recover. ;)

Though I do plan on allowing it for the AI only. ;)
 
Just played a game where I quickly made a flesh golem I got from an event indestructable. The next patch will be doing alot to help prevent this (preventing totems, shapechanging and knightly orders) but there are a few things which really shifts its power. One huge example is

Pact Leader
20% healing after combat plus lots of other fun stuff makes it very resistant to damage.

But in the end there are alot of promotions that begin to add up, if you start to capture units (starts at priesthood, earlier if you can get the gem), sinister, dextrious can be added, feral strength, aeron's chosen, flaming arrows, enchanted blade, alot in the end that don't make sense. So what I suggest is prevent flesh golems from getting effects and limit them to just promotions. They can still get very powerful them same way vampires become powerful, just in a different way.

Effects a Flesh Golem could potencially have
Spoiler :
Academy Training
Adventurer
Aeron's Chosen
Shapechanging (Will be removed in next patch)
Knightly Orders (Will be removed in next patch)
Blessed
Boarding
Bronze Weapons, Iron Weapons and Mithril Weapons (at the same time)
Corned Powder
Courage
Dextrous
Divided Soul
Divine
Divine II
Druidic
Duskwood Weapons
Empower I-V (Woukd only be gained through summoner promotions or barnaxus)
Enchanted Blade
Feral
Feral Strength
Flaming Arrows
Flying
Heavy
Hero
Hidden
Hidden Nationality
Homeland
Horselord
Immortal
Immune to ...
Legio Training
Light
Loyalty
Magic Immune
Nightmare
Nomad
Pack Leader
Poisoned Blade
Runic Shield
Sheut Stone
Sinister
Spirit Guide (It has a soul :O)
Spiritual Hammer
Startling Settler Bonus (Almost impossible... but...)
Strong
Undying (Scary)
Valor
Vampirism
Vile Touch
Water Walking
Werewolf
Winterborn


Try and imagine some of these :P

On a different note, with Shrine of the Champion, any units built in that city may choose a totem as thier first promotion if they start with subdue animal, this means every unit out of the city can start with a Tiger Totem for +30% strength and 3 First Strikes

And finally thoughts about one unit able to wield every item he comes across, I already find it weird for an archer to wield orthus axe, but then the same archer wielding orthus' axe, nether blade and war at the same time? :P

Realized after posting this its not really a minor request :P
 
Getting spiritual from minor is really easy for some civilizations due to how easy Cult of the Dragon is to found, also many others, like charismatic, is to hard to get.
 
I was just wondering if people have encountered the same difficulties I have when trying to add a unit to the game. Has anyone tried this? I keep getting an error message when trying the game out, the but the XML doesn't appear faulty. Any thoughts?
 
Fairly sure that Ahwaric is already working on merging it... At least, he requested the files from me. ;)

I know other people dislike Awakened spawning... But that's one thing I refuse to change.
I will, once I get that code ;)
Also, Awakened spawning needs to change too in my opinion. But that will take some time.
sinister, dextrious can be added, feral strength, aeron's chosen, flaming arrows, enchanted blade
So what I suggest is prevent flesh golems from getting effects and limit them to just promotions. They can still get very powerful them same way vampires become powerful, just in a different way.
Yes, the promotions flesh golems can get needs reviewing. But I think some racial or effect promotions fit them fine. It is flesh used to build them after all.
I may do it one day. But it is a really low priority and I am really low on time here.
On a different note, with Shrine of the Champion, any units built in that city may choose a totem as thier first promotion if they start with subdue animal, this means every unit out of the city can start with a Tiger Totem for +30% strength and 3 First Strikes
Fixed in patch M
And finally thoughts about one unit able to wield every item he comes across, I already find it weird for an archer to wield orthus axe, but then the same archer wielding orthus' axe, nether blade and war at the same time? :P
That again is a lot of work - every promotion would have to be checked if it fits the unit and existing promotions. mechanics to dump them if excluded promotion is gained... I prefer to think that archers do some close combat, too. And that they have some spare weapons.
But given much more time, I agree, it should be changed...
Realized after posting this its not really a minor request :P
:mischief:
No, it is not. And while I agree with you, I can't fix it now.
Getting spiritual from minor is really easy for some civilizations due to how easy Cult of the Dragon is to found, also many others, like charismatic, is to hard to get.
Minor trait mechanics has to be reviewed/rewritten from scratch. It is basicaly improted notques version adjusted to Orbis, but I am aware it is far from perfect...
I was just wondering if people have encountered the same difficulties I have when trying to add a unit to the game. Has anyone tried this? I keep getting an error message when trying the game out, the but the XML doesn't appear faulty. Any thoughts?
You need to be more specific as to what you do and what errors you get. I have no problems adding new units ;) . Nor does any modder reported any problems.
Also, can we please discuss it further in modder's guide to orbis thread? :)
 
I like new colours of most civs - finally, I can see Svarts borders in forest ;) Only one I'm not sure about is Mechanos - nothing wrong with it, I just don't like this colour :)
I like improvements rebalancing. I use mix of farms, quarries and cottages and my economy seems stabe and working. Some civics can use some adjustments - I don't feel I'm good enough player to suggest exact changes, but Agranianism looks like almost always best civic in it's category, and mercantilism is usually worst.
IMHO labor category can use one more early civic. Currently, first civic good civs can change to is available at feudalism/currency, and Labor category is only 5 civics long while others have 6 civics (I don't count civ-specific crusade and glory).
Guardian of Nature is much weaker than it used to be, because you don't need that much extra health and happines with elven penalty to food. Maybe something like bonus experience or GG points within borders would be better ? Or maybe some extra production/commerce from foresters' lodges ?
Also, I wonder if event series that gives you benefits if you follow certain religon (like golden age if you follow empyrian) shouldn't trigger only if you have religion in question in one of your cities, so you had chance to swich to this religion. Right now, they often trigger in early game when you didn't even had a chance to adopt religion.
 
Minor trait mechanics has to be reviewed/rewritten from scratch. It is basicaly improted notques version adjusted to Orbis, but I am aware it is far from perfect...

Grey Fox is working on a trait-gain mechanic atm. Mostly for his Field Marshals, but he's added tags that allow for other ways to gain them. ;)
 
I like new colours of most civs - finally, I can see Svarts borders in forest ;) Only one I'm not sure about is Mechanos - nothing wrong with it, I just don't like this colour :)
I am glad someone finally mentioned it. I expected some complains, maybe some good words, but not a total silence. Sometimes I wonder if anyone plays Orbis ;)
I tried to change all colours to be unique and distinguishable. Previously many civs had almost identical shades of red and orange. Plus svarts and mercurians had the same white colour. Infernals and barbarians were all black, and did not even produce visible borders. You had to mouse-over to check where the border really is.
Mechanos lost their colour because there are many civs that use red and I thought that other needed deep red more. These are Scions (imperial purple - Medium Tyrian Purple which is actually red, it was a favourite colour in antiquity, especially for rulers), Calabim (blood) and one more that needed it for nice looks of their flag (but you will have to wait till 0.30 for details... or just dig ;)). Also infernals use very dark, almost black shade of red.
So Mechanos ended with vermillion (cinnabar, a poisonous mercuric sulfide, HgS), or a glowing iron ;). I think it fits flavourvise, but I agree, the old red perhaps looked a bit better.
I like improvements rebalancing. I use mix of farms, quarries and cottages and my economy seems stabe and working.
Finally! It took many tries. But I am sure there is something not right there, and that someone will find that sooner or later.
Some civics can use some adjustments - I don't feel I'm good enough player to suggest exact changes, but Agranianism looks like almost always best civic in it's category, and mercantilism is usually worst. IMHO labor category can use one more early civic. Currently, first civic good civs can change to is available at feudalism/currency, and Labor category is only 5 civics long while others have 6 civics (I don't count civ-specific crusade and glory).
Agreed here. But civic balancing is (if that is possible) even harder than improvements balancing...
Guardian of Nature is much weaker than it used to be, because you don't need that much extra health and happines with elven penalty to food. Maybe something like bonus experience or GG points within borders would be better ? Or maybe some extra production/commerce from foresters' lodges ?
Hmm, need to think about it.
Also, I wonder if event series that gives you benefits if you follow certain religon (like golden age if you follow empyrian) shouldn't trigger only if you have religion in question in one of your cities, so you had chance to swich to this religion. Right now, they often trigger in early game when you didn't even had a chance to adopt religion.
Events are another thing that really needs adjusting. I think I have removed/disabled the worst offenders, plus finally adjusted new ones, buit there is still many I want to change. I think that deserves separate thread.
 
So Mechanos ended with vermillion (cinnabar, a poisonous mercuric sulfide, HgS), or a glowing iron ;). I think it fits flavourvise, but I agree, the old red perhaps looked a bit better.

For me, it's salmon pink ;) And flavor-fitting civ colours - well, it's something I didn't expect :) Well done :)

I expected some complains, maybe some good words, but not a total silence. Sometimes I wonder if anyone plays Orbis

I used to play Orbis a lot but was just lurking at forums :) And I believe it's quite common thing - usually there are as many guests as registred users browsing orbis forum :)
 
For me, it's salmon pink ;) And flavor-fitting civ colours - well, it's something I didn't expect :) Well done :)

Well, if I was going to change it, why not use flavour to decide?
So I decided to take some colours, then took RGB data for appropiate colour or used a photo (blood...), darkened it a bit and voila...
I am not going to say it is not salmon. That is a common knowledge that males are colour-bling so I will certainly loose this battle. But I took it from RGB description. ;)
Also, are we talking of Baltic salmon or North Sea one? And a one from fish farm has different coulour than wild one (not that I have seen wild one recently)... :mischief:
EDIT: Guess what will leave freezer soon just to visit the oven... But I digrees...
I used to play Orbis a lot but was just lurking at forums :) And I believe it's quite common thing - usually there are as many guests as registred users browsing orbis forum :)
Ok. Let's hope the silent ones will give some more feedback some day. I count on you people :)
 
I haven't yet downloaded the new patch(es) as I'm staying away from Civilization for now but I'll certainly do it soon if only to see these new colors... Since you changed some and we're talking about them, do you have any idea about Ngomele's colours? In the new version, I switched to a light mint green tone but I'm not sure it's nice to see in game.
 
foolish trait penalty is way too harsh -25%:science:, but nothing usable for it. Barbarian trait atleast guarantees something.

I propose 1 less :science: from elder council, and from other similar buildings but from positive side immunity vs. mind affecting negative magic( charm, taunt, domination, rage, etc).
 
I haven't yet downloaded the new patch(es) as I'm staying away from Civilization for now but I'll certainly do it soon if only to see these new colors... Since you changed some and we're talking about them, do you have any idea about Ngomele's colours? In the new version, I switched to a light mint green tone but I'm not sure it's nice to see in game.
I am afraid I may have take that colour for Mazatl.
How about olive or Khaki?
Also, I have changed khazad, bannor and animal flags. Hope you like them - I like animal & khazad ones. Bannor is well, different. Will say no more to let you decide on your own what do you think.
foolish trait penalty is way too harsh -25%:science:, but nothing usable for it. Barbarian trait atleast guarantees something.
Barbarian trait does not have any downsides in Orbis.
And foolish is negative trait - leaders that have it get another trait to compensate this. Same with weak.
I propose 1 less :science: from elder council, and from other similar buildings but from positive side immunity vs. mind affecting negative magic( charm, taunt, domination, rage, etc).
I do not think it really fits - I like current bonuses. But I might be only one.
 
Well, if I was going to change it, why not use flavour to decide?
So I decided to take some colours, then took RGB data for appropiate colour or used a photo (blood...), darkened it a bit and voila...
I am not going to say it is not salmon. That is a common knowledge that males are colour-bling so I will certainly loose this battle. But I took it from RGB description. ;)
Also, are we talking of Baltic salmon or North Sea one? And a one from fish farm has different coulour than wild one (not that I have seen wild one recently)... :mischief:
EDIT: Guess what will leave freezer soon just to visit the oven... But I digrees...

AFAIK salmon meat is in fact, white. Source of pink colour is from what atlantic ones are eating. Ones from fish farm are usually also pink, as they are feed with something that gives them this color - because people expect salmon to be pink, not white :)
Oh, and btw - I'm also male (I'm aware my nickname is misleading, it's just a abbrev from my surname). It's my girlfriend who said that invading salmon pink Mechanos is less satisfing than red ones ;)
And two males talking about colours.. it's a little bit.. hmm.. I believe we should stop ;)
Bon appétit ! :)
 
I am done with updating to Better AI. If something is not in, it won't be.

I might re-introduce Xienwolf forlife fix though. It makes AI defend better, but does not spam as much units as Better AI.

Not sure if you have it, but the Dune Wars uses the Better Naval AI mod and it works really well. Sorry I haven't been around but last time I tried to play, my cottages wouldn't show up and I couldn't find out why. Sort of took the fun out of Orbis so I've been experimenting with HOTK and Dune Wars. Now that would be a fun thing for the Malakim to summon, sand worms! :lol: Come into my sandbox now Calabim! :crazyeye:
 
Oh, and btw - I'm also male (I'm aware my nickname is misleading, it's just a abbrev from my surname). It's my girlfriend who said that invading salmon pink Mechanos is less satisfing than red ones ;)
And two males talking about colours.. it's a little bit.. hmm.. I believe we should stop ;)
Bon appétit ! :)
Well, I asked my girlfriend to judge every colour change I did - if they look ok and are distinct. SO, I wthink we had proven that males need help to talk about colours. So I agree, time to stop ;)
And yeah, Kalina is misleading. It is our language, if I hear the name ending with -a, I assume it is probably a girl. No offense, just trying to explain myself :blush:
Not sure if you have it, but the Dune Wars uses the Better Naval AI mod and it works really well. Sorry I haven't been around but last time I tried to play, my cottages wouldn't show up and I couldn't find out why.
Nice to see you back :). The cottages are fine now, there was a bug after I have merged Freya's citystyes, but it was fixed.
I will take a look into better naval AI, thanks for reminding.
Sand worms are scheduled for 0.30
Sandworms are actually in RifE already. ;)
Wyrms spawn in Desert, Marsh, or Tundra, and can not move out of those terrains... Invisible, and a horrible thing to have near you, but if you capture one you get a Wyrm Rider. ;)
I know, and it is main source of inspiration for them.
But wyrms I want different, so we will see...
 
Just checked new colors and such, it's great :)
Did you update the little flags we see in the pedia list of civs? They weren't changed when I played.

Now, I wonder what color I'll use for the Ngomele... And for another civ which would have had the new Svart color :lol:
 
Just checked new colors and such, it's great :)
Did you update the little flags we see in the pedia list of civs? They weren't changed when I played.
Because I did not change them...
I want to get feedback first, then work on new icons.
I plan to update them when merging FfH art.
Glad you like it so far. :)
Now, I wonder what color I'll use for the Ngomele... And for another civ which would have had the new Svart color :lol:
Olive? Khaki? ;) I would say sienna or laterite, but it might be too simmilar to already existing colours. So I would go with the first two.

Sorry for using the colour for Svarts, it really fits dark elves.
 
I've noticed the ljosalfar are maybe a bit shy in the use of their worldspell. I was able to raze two cities, take two others, and siege their capital before they made use of it. Plus they waited for my army to get battered trying to take Evermore.

Even if I was caught flat footed when they finally used it, they could have won the war against me if they had used it when I was besieging their first city (with copper level troops, they'd have wipped the floor of my evil presence!). I think it is considered too much as a last ditch weapon by the AI.
 
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