Tholal, my friends are reporting that the Revolutions/Puppet State and the Advanced Diplomacy are causing OOS issues around turn 30-50. I'll try to replicate it with my own systems to see if it happens again.
I would need an OOS log to begin to figure out what the problem is. Turn on logging in your .ini file and send me an OOS log when you get one.
Also, related to multiplayer, is there any possibility to enable LAN games? Currently, we can only play via Direct IP (and Internet play isn't an option as like in LAN games currently, we can't see the other players at all).
Err...hmmm. I didnt do anything on purpose to disable LAN games. I'm not even sure where to look for that, but I'll add it to the list.
I have a question too, is Govannon supposed to be able to teach level I spells to, for example, champions?
Yep. Anyone who is Alive and isnt a bird or animal.
[*]Herne(kuriotates) does not appear as a hero in the Sevopedia.
Each civ only has one official hero. Eubrates is the one the the Kurios.
[*]Heroes appear in the unique units field too.
OK. I can fix that.
[*]Whenever an enemy unit with a great general attached dies, you get a cryptic message such as "Pyre Zombie has died in combat". That message could be improved to let you know why such loss is important.
OK
[*]You can't attach great generals to Govannon or wizards. I have not tested with other civilizations besides the Amurites but it probably affects all adept units.
I'm thinking of leaving it that way. Disciple units will be enabled for Great Generals with the next patch.
[*]You can get a lot of free promotions using Dispel magic + Mutate.
Not sure what you mean.
[*]The bug that mess up with the current unit list is still happening.
Any idea what's happening to cause the unit list to suddenly become misformatted?
[*]How come that I have "Financial troubles" as a bad national factor for revolutions? I had science at 90%, and I was still getting 75 gold per turn.
Good question.
[*]Arendel Phaedra (my puppet state) adopted Arete and Fellowship of Leaves in the same turn.
Thats strange. Wonder how that happened.
I have been enjoying the new additions (specially Advanced Tactics, Sevopedia and BUG) in my last few games. Advanced Tactics makes the game more interesting![]()
Good to hear!
I'm concerned with Revolutions, though. It feels off balance to me, as it punishes certain strategies and civilizations. I like Puppet states though, so I would like to know if you considered my suggestion of splitting the game option for Puppet States and Revolutions. I would like to try to code this if you are willing to include it.
It definitely needs a lot of work. I'm a bit reluctant to detach Puppet States from Revolutions because it was my intention from the beginning to merge the two. The plan was for Puppet States to have more troubles with Revolutions that a normal civ. That would be the tradeoff for getting a free, pliant Vassal.
But if you want to put in the legwork for it, then I could be persuaded to make it into two options.
I've noticed that none of the religion's holy shrines are appearing the the 'pedia.
OK. I'll look into it.
I'd also prefer it if the Minor Leaders would show up in the 'pedia.
I can try to finagle that.
When I tried allowing great generals to be attached to new unitcombats it resulted in those units being able to purchase the promotion with xp, but only when they were level 1. (I wasn't sure how to get around this, and didn't like having both Great Generals and Great Commanders in the game anyway so I merged the two into one. In my version generals now are joined to units with a spell like commanders, but still have that star.)
Not sure. Though if you have the unit set to use LeaderPromotion, that triggers special things in the DLL relating to Great Generals and leading troops.
Revolutions do seem too much at times. I would at least recommend making Unyielding Order, The Tower of Complacency, The Pillar of Chains, and Dungeons reduce the chance of revolutions.
Palaces should probably have a bigger effect too.
OK. Something that should probably be added to the Revolution code is an accounting of buildings that provide unhappyProduction. That should help the local RevIndex by itself without needing to tack on extra values.
[*]We were playing against a Sheaim / Clan of Embers team and somehow they gave Ashen Veil to Acheron's city and other barbarian cities.
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What is wrong with spreading AV to barbarian cities?
Things get weird when barb cities have religions. I've made some changes to try and stop it from happening, but apparently I missed something.
Are you sure it it better to have duplicate rulers than being in other civilizations?
For Puppet States? No. That would kind of defeat the purpose and meaning of them. Creating a Puppet State is when you take someone's city, then pick a local, call him king of the locals and then make sure he does what you tell him to do while governing the other locals.
[*]Evil civilizations are hit very badly by revolutions. There where 4 Sheaim civilizations at one point in one of my test games. Auric had to kill Braeden the Laconic 5 times.
Edit: I just switched to Sacrifice the Weak for the first time, and noticed all of its instability penalties. Penalties of +4 local instability in each city, +2 national instability, and ++50% city distance instability penalty taken together seems like too much. I'm thinking of halving those in my version.
OK. I'll reduce those penalties.
Also, did you noticed the ++ %? All of the city distance instability modifiers (or at least all of them for civics) have the minor graphical error of double +'s.
I'll fix it.
FFH2 does not work with LAN or Internet Play.
My mod should work if you dont use either of the two new options (apparently not LAN, though I understand it works via Direct IP)