[MODMOD] Legacy of Erebus: Nuova Alba

I found a bug (but only a very small one). I was playing against Sirvagha (what can I say? I wanted to see my writing in action :mischief:), and when I destroyed him, the popup for his "killed" quote was blank.
 
@Icarussc: Blank how? "TXT_KEY_POPUP_SIRVAGHA_DEFEATED"? No picture?

@arcticnightwolf: the iChance bug is fixed, yes :) the other one you describe annoyed me for a long time... I'll see how to fix it :)

@nrfbtoystore: Never had such issues :confused: I think forts should be banned from being build near each others like Fishing Villages...
 
@Icarussc: I forgot to add it in .35 but it is fixed in .36 already :)

BTW, .36beta is now out, ready to be downloaded :goodjob:
 
I actually had to stop playing Orbis because of castles. The annoyance of promoting my 20 castle guards every other turn was bad, but then when you get to an enemy city at turn 500 and he has nothing but castles, all with fort commanders, all at level +++ ...

THOUGHT - Fort Commanders could be a unique unit, only 4 at once... Plus maybe don't create them automatically... It requires a level 4 unit to goto the castle and get promoted to fort commander (losing movement, gaining defense bonuses). ... Past that, a Game Play option of "No Castles" or "No Fort Commanders". Once fixed, i'll be back, but the amount of catapults needed to proceed in these games is killing me :).

Personally Castles and Fort Commanders are one of my favourite aspects in Orbis. They serve far more purpose than in regular FfH and the Fort Commander is a very useful unit. It's a great way to snag a vital resource when building a city would be unproductive, and their also very useful for protecting your interior and slowing down enemy assaults. Maybe a No Forts option could be added, but I certainly wouldn't want to lose them altogether.
 
I agree with Jabie on the fort issue. It's true that the AI builds more forts than I do, but I wouldn't say it's out of hand, and I really enjoy (especially on creation maps, where it seems more common) putting a fort in a bottleneck and going at it hammer and tongs with the enemy. Just my two cents.
 
Personally Castles and Fort Commanders are one of my favourite aspects in Orbis. They serve far more purpose than in regular FfH and the Fort Commander is a very useful unit. It's a great way to snag a vital resource when building a city would be unproductive, and their also very useful for protecting your interior and slowing down enemy assaults. Maybe a No Forts option could be added, but I certainly wouldn't want to lose them altogether.

I do enjoy the aspect of the forts in territory, but getting 20 free units with massive strength at a point when we were just getting Axemen, it was just too overwelming for both sides. It was nothing but a defense game... ... Even if fort commander was like a 'flesh golem' where you would sacrafice units to 'reinforce the fort'...just something to scale the strength to the level of research availible.
 
ACTUALLY, question... Is there a way to edit like a XML to remove forts/castles from being created by workers? I wouldn't mind a few random ones out there, it's just the "every single square around a city becomes a castle with immortal fort commander". I know nothing of editing, but I love EVERYTHING else about this mod :). Laterz!
 
Yes, you can. Go into whatever folder you unzipped LE into and in Assets/XML/Units/UnitInfos.xml, search "BUILD_FORT" and remove it every time so no one will be able to build forts. If you want, copy one of your changes here so I can tell you if it will work (or why it didn't) :)
 
You can now download ElohimGuardians for LE .36beta :D
I greatly advise you to check it because it adds a lot of flavour to the Elohim... :)
See the first post!

And this for more informations!
 
A little bit of balance feedback on the new leader traits.

Agricultural is very strong. The food boost fuels a rapid expansion (faster workers and settlers) as well as tying well into various civics (try out Agrarianism, Conquest, Cast System, Vassalage for a power combo).

The initial unhappiness from Greedy and Imperialistic slows down the start of the game considerably, and the bonus from Imperialistic is very weak.

Maybe instead give Imperialistic +2 free units/city and the ability to create the "Supplies" unit?

Greedy feels sort of odd. The +2 gold is not worth the +1 unhappy. Heck, you make more gold from your bounty hunting units. To tell the truth I'm not sure what you're aiming for with this trait. Perhaps someone who is greedy is reluctant to part with his gold? A 20% bonus amount of gold each turn based on how much gold you currently own perhaps? That way the more you save the more you get. Means that the trait needs to be blocked from the Khazad though.

Peaceful is a nice trait and seems to work well for the AI.

Sly is good. Perhaps remove bonus to building and grant Mobility to all spy units?

Wanderer is fun but looses it's power very rapidly. Perhaps rename it Explorer and give the promotions to *all* units?

Trader works well, but the bonus might be too weak. +2 food and hammers by trade level 8? Compared to Industrious and Agricultural it's not much of a bonus. Perhaps also increase the trade yield by 25%? Greater bonus from Great Merchant specialist?
 
Agricultural is very strong. The food boost fuels a rapid expansion (faster workers and settlers) as well as tying well into various civics (try out Agrarianism, Conquest, Cast System, Vassalage for a power combo).
You should have seen it when it was +1:food: on tiles with 3:food: :lol: I don't how to tone it down. +1:food: on tiles with 5:food: would be too much of a nerf I think. Hmm...

The initial unhappiness from Greedy and Imperialistic slows down the start of the game considerably, and the bonus from Imperialistic is very weak.

Maybe instead give Imperialistic +2 free units/city and the ability to create the "Supplies" unit?

Greedy feels sort of odd. The +2 gold is not worth the +1 unhappy. Heck, you make more gold from your bounty hunting units. To tell the truth I'm not sure what you're aiming for with this trait. Perhaps someone who is greedy is reluctant to part with his gold? A 20% bonus amount of gold each turn based on how much gold you currently own perhaps? That way the more you save the more you get. Means that the trait needs to be blocked from the Khazad though.
Hmm... So...

Imperialistic: I like the Supplies idea. I don't think I can do the free units one, though. So, what about: second ring on city founding + ability to create supplies? No :mad:?

Greedy: So, you think the +2:gold: per city isn't useful? I found it to be useful to expand and to keep my :research: slider to 100%... And about the interets thing you suggest, I don't see why Khazad shouldn't have it. Quite the opposite, in fact, no?

Sly is good. Perhaps remove bonus to building and grant Mobility to all spy units?
Good idea. The building bonus is too much?

Wanderer is fun but looses it's power very rapidly. Perhaps rename it Explorer and give the promotions to *all* units?
I like its name :D But you're right, it's really weak after the early part of a game... I was thinking of giving it the ability to pop a city out of a fort if the Commander has Expanded Influence.

Trader works well, but the bonus might be too weak. +2 food and hammers by trade level 8? Compared to Industrious and Agricultural it's not much of a bonus. Perhaps also increase the trade yield by 25%? Greater bonus from Great Merchant specialist?
Yeah, I thought that too. 50% should be good. I thought it was that already, in fact... I made it 100% at first but I heard it was too much :(

Thanks for the feedback Wauthan :goodjob:
 
You should have seen it when it was +1:food: on tiles with 3:food: :lol: I don't how to tone it down. +1:food: on tiles with 5:food: would be too much of a nerf I think. Hmm...

Oh I didn't mean it was too strong. I merely wanted to point out that it's very powerful trait. No making leaders with this *and* Charismatic for example. :)

Imperialistic: I like the Supplies idea. I don't think I can do the free units one, though. So, what about: second ring on city founding + ability to create supplies? No :mad:?

Hmmm... The reason why I don't like the second ring on founding is that it's actually very similar to the bonus from Creative. But huge empires are all about superior organization no? Perhaps reduced cost from number of cities + distance from capital?

Greedy: So, you think the +2:gold: per city isn't useful? I found it to be useful to expand and to keep my :research: slider to 100%... And about the interets thing you suggest, I don't see why Khazad shouldn't have it. Quite the opposite, in fact, no?

See, now you're thinking like a tinkerer. :p The reason why Khazad should not have this ability is because they already have a powerful insensitive for saving gold (neat bonus for large amounts, penalties for low amounts). If Greedy worked like I suggested it would simply give a Khazad player a powerful boost. Almost like a cheat. Come to think of it, my suggestion was really silly. The optimal form for a Greed trait is the Khazad vaults mechanic! :crazyeye:

Good idea. The building bonus is too much?

No not too much. Just not needed. The ratcatchers guild is a pretty cheap national wonder. Why a discount on something you build only once? If you want it built quicker you could always add a "Rats" resource that improves building time. :D

I like its name :D But you're right, it's really weak after the early part of a game... I was thinking of giving it the ability to pop a city out of a fort if the Commander has Expanded Influence.

Sounds a bit weird to tell the truth. How is that better then simply building a settler? You get fortified cities and some kind bonus guard? Nah... Wanderer implies that the culture contains a lot of adventurers, vagabonds and explorers. Frontier type mentality. Self reliance. *Scratches head* Perhaps a UU fort commander with access to healing promotions? Biggest annoyance I have with exploring lairs is getting the diseases since they, for some reason, don't wear off. Perhaps even give the ability for Recon units to build forts themselves?

Thanks for the feedback Wauthan :goodjob:

All modding and no feedback makes for a dull summer. :smoke:
 
Had my first game glitch running the latest .36 beta...game went into some sort of unending loop while "awaiting other civilizations" processing turn. Never saw that in any game I've played using BTS before. Happened at game turn 273 playing Luichirp, from a play now/Erebus setup, standard size world. I have a save if you have someplace to send it.
 
Oh I didn't mean it was too strong. I merely wanted to point out that it's very powerful trait. No making leaders with this *and* Charismatic for example. :)
I see :lol: Would you dare play against a Charismatic/Agricultural Lanun? :p

Hmmm... The reason why I don't like the second ring on founding is that it's actually very similar to the bonus from Creative. But huge empires are all about superior organization no? Perhaps reduced cost from number of cities + distance from capital?
Yeah... That's true. The thing is, there isn't a quick way to do that with the traits :(

See, now you're thinking like a tinkerer. :p The reason why Khazad should not have this ability is because they already have a powerful insensitive for saving gold (neat bonus for large amounts, penalties for low amounts). If Greedy worked like I suggested it would simply give a Khazad player a powerful boost. Almost like a cheat. Come to think of it, my suggestion was really silly. The optimal form for a Greed trait is the Khazad vaults mechanic! :crazyeye:
:lol: I think there's definitely a use for +2:gold:/per city but I agree that the drawback is really annoying. Hmm, I really don't know...

No not too much. Just not needed. The ratcatchers guild is a pretty cheap national wonder. Why a discount on something you build only once? If you want it built quicker you could always add a "Rats" resource that improves building time. :D
Ah, yeah, you're right. I'm stupid, 'cause I even said to myself the other day: "why on earth would I build the Rats' Guild while I can just build a Rat' and create it in one turn?" So, yeah. I like the Mobility I for Spy though... Or maybe something else. I'll take a look at the spies' promotions.

Sounds a bit weird to tell the truth. How is that better then simply building a settler? You get fortified cities and some kind bonus guard? Nah... Wanderer implies that the culture contains a lot of adventurers, vagabonds and explorers. Frontier type mentality. Self reliance. *Scratches head* Perhaps a UU fort commander with access to healing promotions? Biggest annoyance I have with exploring lairs is getting the diseases since they, for some reason, don't wear off. Perhaps even give the ability for Recon units to build forts themselves?
Well, a fort would gather people... I guess it could then pop as a city. I had in mind the case where you get a Fort Commander from an pre-spawned fort, not from a fort you built. So that includes far away forts. Saves some hammers. But that's for early game again.

Had my first game glitch running the latest .36 beta...game went into some sort of unending loop while "awaiting other civilizations" processing turn. Never saw that in any game I've played using BTS before. Happened at game turn 273 playing Luichirp, from a play now/Erebus setup, standard size world. I have a save if you have someplace to send it.
Unfortunately, this isn't my doing. This bug is present since some time and we don't know yet what it is (or at least, I don't know). You can attach your savegame to your post, so I will be able to download and try it :)
 
Yeah... That's true. The thing is, there isn't a quick way to do that with the traits :(

Sure there is. A bit of python in oncitybuilt and oncitykept, creating a building that reduces maintenance. Not as CLEAN as if there were tags on the trait themselves, but it works.
 
That's not what I call quick, since you have to create a building and all :P But that'd work, yes. You're again solving me a puzzle Valk. I'm becoming rusty! Damn holidays!
 
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