Orbis Bug Thread (Old)

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Ahwaric, won't patch H break saves eventually? With the new techs requirement and the modified yields for towns?

And, any ETA? I'm bored to death with my personality tweakings!
 
odd bug i think. My horseman attached to a warlord caught rabies and heal spell from medic 3 does not work. Might be a feature as its mechanos i am playing with but never seen it before. Save game attached, see unit Simon of Gitta. Also, he appears not to take damage from combat although this might be because he is pretty dam tough at level 19.
 

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The game I am currently playing (patch G) I have already run into 3 Griffon nests so they are showing up. This was between turn 100 through 180. They appeared during the game they were not there on turn 1.
 
Ahwaric, won't patch H break saves eventually? With the new techs requirement and the modified yields for towns?
And, any ETA? I'm bored to death with my personality tweakings!
Sorry, got some connection problems and decided to work on it a bit more then ;) Will release it this evening.
I think it should still be possible to continue games. Not sure about civic changes, but that will be only a minor problem. At worst you will be reset to availiable civics at next civic change.
Improvements changes are fine.

The game I am currently playing (patch G) I have already run into 3 Griffon nests so they are showing up. This was between turn 100 through 180. They appeared during the game they were not there on turn 1.
Griffons need animal civ to have tracking tech and they get it when any civ researches it.
Then, if there is still space for animals they will spawn. Every animal needs a number of unowned land tiles to spawn, and the number depends on the game difficulty.
 
Sorry, got some connection problems and decided to work on it a bit more then ;) Will release it this evening.
Fair enough ;)
I think it should still be possible to continue games. Not sure about civic changes, but that will be only a minor problem. At worst you will be reset to availiable civics at next civic change.
Improvements changes are fine.
Damn, I'm still amazed by the breaking saves thing. I can't see to understand when changes break it and when they don't... :lol:

I wonder it would be interesting to create a promotion allowing animals to enter borders to roam in. Like a promotion automatically gained at level 6...
 
Perhaps this is intentional and I'm really NOT complaining, but... By turn 100 of a game I played with the Grigori I had received eight (8!!) adventurers. This rate seemed a little awesome to me since I was used to only getting three or four adventurers in FfH before I cast the Grigori world spell (after which I could get a few more).

I would up finally with nine adventurers (by turn 150 I think); afterwhich I received absolutely NO more even after I cast their world spell and had converted several of the adventurers into heavy infantry and Luonnotars.

Is this by design or is there a problem here somewhere?

Thanks.

It's an issue with the spawn chance. Just like with Scion Awakened, sometimes you will get a large amount early on, sometimes you won't get any... I generally get 4-6 in FFPlus, but that's where Ahwaric got the system. :lol: Not sure how he altered it since, of course. :p
 
It would be easy to link Adventurer spawn chance to turn number and number of existing adventurers (plus current adjustments, of course). Spawning is still somewhat unpredictable but you can always expect 2-3 by turn 70, 3-5 by turn 150, 7-9 by turn 300, etc. (this is how I implemented Elohim spawn in my modmod). Of course, this would make spawning more likely if you kill off an adventurer, but perhaps this is fitting (and helps AI too). If any one is interested, I can do this as a tiny addon.
 
@Adventurers
I like the current system with whole randomness. You get more or less the same amount of adventurers that before, but get more great people.
Also, the chances are I think better in early game which is fine for me.
The Grigori spell has nothing to do with adventurers any more.
So in short - design.

Is it intentional that Hawks can see Treasure Chests belonging to other players?
Do not know, it is Kale's design. But it is a good idea to make these invisible to everything. Will work on it. In fact, I need to check how different types of invisibility (and seeing through it) work together.

Also, the patch 24 H is ready, posted under the same old file id - 10008
The fixes are numerous and changelog easy to find. I am sure not all changes are to everyone's liking, but I still think they are for the better.
 
It would be easy to link Adventurer spawn chance to turn number and number of existing adventurers (plus current adjustments, of course). Spawning is still somewhat unpredictable but you can always expect 2-3 by turn 70, 3-5 by turn 150, 7-9 by turn 300, etc. (this is how I implemented Elohim spawn in my modmod). Of course, this would make spawning more likely if you kill off an adventurer, but perhaps this is fitting (and helps AI too). If any one is interested, I can do this as a tiny addon.

@Adventurers
I like the current system with whole randomness. You get more or less the same amount of adventurers that before, but get more great people.
Also, the chances are I think better in early game which is fine for me.
The Grigori spell has nothing to do with adventurers any more.
So in short - design.

The only way I could see doing a major change, would be to make a global python variable, and use that as the base chance.... Up it each turn, until an Adventurer is spawned. Upon spawning, drop the variable back down to the original value.

I also like Opera's worldspell idea. :lol:
 
An interesting idea Valkrionn. Might be a good change.

Also, did some thinking and there are few more changes to patch H. If anyone already downloaded, please do it again and reapply.
The changes are:
Agrarianism changed to -20% :hammers:
Illian bonuses changed to +2 :food: from snow, +1 :hammers: from tundra and crystal plains
Updated yields chart in the editor

I hope agrarianism is a bit more balanced.
The illian change is to avoid confusion when changing from base FfH. Also, it shuld make illians build different types of improvements now.
Do not say I can't see reason if walks in front of me. And before you ask, the farm nerf stays for now. I like it...
 
An interesting idea Valkrionn. Might be a good change.

Main reasons I'm considering:
  1. Differentiates it from the Scion mechanic. In FFPlus, the Scions, Jotnar, AND Grigori use basically the same code... Only the last is due to me. :lol: The Jotnar spawn in each city, so it's reasonably different... The Grigori code is nearly exactly that of the Scions, however.
  2. Leaves the mechanic closer to the original implementation... Can keep it slightly random by varying the amount you add to the counter each turn (Say, x +(0-5)?).
  3. Prevents the rand generator from leaving you with no adventurers, or flooding you with them.
  4. And last, practice. I want to use the same kind of variable to import the Merc setup you have, to prevent closing/reopening the window from giving different mercs... Probably even force them to be bought before they'll clear. Think Colonization settlers. I figure it would be better to refine an existing mechanic, before importing a new one whose code I don't know yet. ;)
 
By the way I really don't like some of the new events. Namely that yada yada has created a strategic board game about the history of Erebus called Fall from Heaven / make a fantasy version called Civilization thing. Isn't this supposed to be a dark fantasy game? That lame joke totally ruins the atmosphere for me. The event is also quite common.

Of course, the pirates definitely need a new hero too.. (Monkey Island references? Come on!)
 
By the way I really don't like some of the new events. Namely that yada yada has created a strategic board game about the history of Erebus called Fall from Heaven / make a fantasy version called Civilization thing. Isn't this supposed to be a dark fantasy game? That lame joke totally ruins the atmosphere for me. The event is also quite common.

Of course, the pirates definitely need a new hero too.. (Monkey Island references? Come on!)
Haha, you're not the only to feel that way! Iceciro created a mod for FF just to remove the Monthy Python references. I can't say I'm annoyed by them though.

The changes are:
Agrarianism changed to -20% :hammers:
Illian bonuses changed to +2 :food: from snow, +1 :hammers: from tundra and crystal plains
Updated yields chart in the editor
HA! Fortunately, I didn't release my new version yet...

The only way I could see doing a major change, would be to make a global python variable, and use that as the base chance.... Up it each turn, until an Adventurer is spawned. Upon spawning, drop the variable back down to the original value.
Interesting ;)

I also like Opera's worldspell idea. :lol:
Here it is!
 
Haha, you're not the only to feel that way! Iceciro created a mod for FF just to remove the Monthy Python references. I can't say I'm annoyed by them though.
Blasphemy! Poke him with the soft cushions!
In fact, I have added even more Monty Python references. These are just too good to remove them... Holy Hand Granade of Antioch Cahir anyone?
Dark fantasy is dark fantasy. But I like to get good laugh and ;) sometimes - it is just a game. Maybe we need to rewrite text of this event a little to make it less obvious. I did not get that event yet so not sure yet...
Also, reviewing events is sometihng I want to do for a long time. Too many not so good ones...
HA! Fortunately, I didn't release my new version yet...
It was less than 12 hours so I felt entitled to little changes.
Interesting... But I so much like current Ardor I would miss it.

Edit:
Responding to Opera below - it does. For me they are much more than adventurers - one side of renaissance: humanism, art, great people (Mechanos are the other, more Lenoardo Da Vinci technical stuff). And ardor is all about great people
 
I don't really know Monthy Python, so I don't get that many references... and I never played Monkey Island.

But yeah, we should really rework events. It's a big project though. Maybe we should make the player participate? In another one of my [BASE] threads? :lol:

@Ardor: yeah, I guess so. But I'm not sure the current Ardor even fits the Grigori...
 
never played monkey island? you evil evil person. please, get ScummVM and at the very least play Monkey Island 2, which is the best imho :lol:

sorry for the OT but I just couldn't resist :p
 
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