Orbis Bug Thread (Old)

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If you start a new game can you go into the Worldbuilder? If not then perhaps it's an issue with your graphics card.

Well, I started some new cutom games and worldbuilder worked as normal during the first few turns. I don't know where the crash-point comes...
But as i said, everything besides that is working fine. No crashes at all until turn 500 (where i am now).
 
Hi Ahwaric!
At first thank you for great modmod:)
But there is one thing that I don't like: the appearance of svart archmage - it looks like great prophet, and prevoiusly (I mean in FFH2) it was a women with white hair.
I would like to change svart archmage-prophet back to women-archmage- but I dont know how. Or maybe you could do that change in next Orbis-patch???


And there is another bug i've found...

when troll-cave is on the same tile with bonus resource there isn't any possibility to remove it with workers - even when you have developed construction.
workers are working over it - but after few turns when they are done -nothing happens and swam with troll-cave and bonus resource ramains unchanged.
 
BAH replied to an old post ignore this

But it brings up the question, how DO you protect against assassins? I mean every attack needs a defense. It use to be that you could keep certain types of units (like skeletons) that would force the attacker to use multiple assassins. Now, it seems the only thing you can do (that I've found) is to keep your mages in a separate stack with a adept/mage with Body mana so they can use their spell to have additional movement to move in, fire off their spells and then move away and hope they'll be out of range. This, obviously, only works in your own territory where it slows the enemy; attacking into his own territory means you just end up losing mages.

I mean what is the point of building adepts and then paying to upgrade them if the first assassin that takes about 3 turns to build takes them out? I mean between this odd problem of certain units being tougher than they should be is turning the game into a real turn-off. As posted on another thread, I'm playing the new version of FfH and have found the wolf riders seem to have gone to the same Secret Hippus Schoold For Gifted Horseman where they can attack at poor odds (like 6.0 vs. 8.0) and yet consistently win and not even take the damage one would expect if a weaker unit did indeed defeat a stronger one.
 
It's not the marksman prome that protects from assassination.
There is another one for that - unfortunately I forgot the name...
 
Gaurdsman promotion is the defense.

It required Combat 4 to get it but once you have that assassins are not longer a huge threat. (unless they bring 20 of em)

FF handles how the promotion works different than FfH. Not sure how Orbis handles it.

Other options are get your mages combat promos and/or the Stone skin spell on the mage to make them tougher or Skeletons. Assassins attack the "weakest" unit in the stack, sometimes Skeletons can absorb that spot.

I say "weakest" because, as I understand it, it is actually the least likely unit to defend. Mages have the channeling promo which includes a line to make them less likely to defend (making them more likely assassin targets) I believe the hero promotion also has this in it, makeing heros less likely to defend a stack. Skirmishing is a promo with the opposite effect, it makes the unit MORE likely to defend.
 
If you're in a coastal city, any ships in port are guaranteed to be the least likely to defend.

Also, maybe body mages should have a spell to create a mannequin: 0 defense/offense, can defend (how?), but is extremely unlikely to do so


On a related note, idea for a new promotion:
Marksman II
requires Marskman I & combat 5
has a chance (50%) on attack to give you the option to pick who to try to attack, instead of going straight for the least likely to defend. guardsman can still defend against it.
Marksman III (requires Marksman II & Keen Sight) might have a 100% chance
 
Hurrah for Opera!

Hip hip! Hooray!

I was sick and tired of watching Mazarl start out in frosty tundras -_-
 
Hurrah for Opera!

Hip hip! Hooray!
If you want it, I've linked it into this thread ;)

I was sick and tired of watching Mazarl start out in frosty tundras -_-
That's annoying. I started in grasslands with Illians (even though they spread snow) and I saw Malakim start in grasslands just two tiles south of a big island of desert only :crazyeye:
 
Yeah, then I just gave up and started out in all land "Rainforest" map. :crazyeye:
 
If you're in a coastal city, any ships in port are guaranteed to be the least likely to defend.

Also, maybe body mages should have a spell to create a mannequin: 0 defense/offense, can defend (how?), but is extremely unlikely to do so


On a related note, idea for a new promotion:
Marksman II
requires Marskman I & combat 5
has a chance (50%) on attack to give you the option to pick who to try to attack, instead of going straight for the least likely to defend. guardsman can still defend against it.
Marksman III (requires Marksman II & Keen Sight) might have a 100% chance
Hmm... Your promotion isn't doable as far as I know. Choosing which unit to attack isn't possible...

The mannequin idea is interesting. I think you're saying to use it to protect oneself against assassins?
 
Double post ftw!

I had a bug... Apparently, the Letum Frigus spawned on top of the Ring of Carcer and overwrited it... But didn't overwrite Brigit. So, I could free Brigit without a Level 15... Sadly, I can't provide the save since it was used with my own files :mischief:
 
Hmm... Your promotion isn't doable as far as I know. Choosing which unit to attack isn't possible...

The mannequin idea is interesting. I think you're saying to use it to protect oneself against assassins?

However... wouldn't ignoring guardsman work? its not picking your target - but seems close enough. That would have to be a very difficult promotion to receive. Maybe even restricted to hero assassins?
 
And I believe it is neigh impossible to code... unless MC or Kael did something like this...
 
Sorry for the lack on answers to your problems on my side.
Lot of work first, then I have started preparing 0.23.

Anyway, please rest assured that I am aware of the problems you have posted and will try to fix what I can.

Regarding defense from assassins, you indeed need guardsman. The promotion is avaliable for melee units that have combat 3 (reduced from combat 4 in FfH). I think I will further lower the requirement to combat 2.
The marksman - guardsman mechanics works as in FF. In FfH I think it does not work as intended.
The promotion proposed is impossible with current code, not sure if I would like it in anyway.

Units problems, including missing cotrol buttons, are probably caused by missing animations - reinstalling as posted by Arstal should have fixed the problems. It should also fix CtD related to Luirchuip palace.

The promotions on workers are needed by invisibility from Nox Noctis (again, FF mechanics). But xp is a bug I am trying to track down now.

@PapaMonkey
Colloseum is the carnival (with changed name and graphics, but name for the game it is the same, just as forester's lodge is forest preserve). Chaos marauders should spawn. I need to update the description.
 
I'm not sure this is a bug so much as a probable oversight: Wolf Totem doesn't exclude Griffon Totem. The other non-Griffon totems might not exclude it as well, but I don't have units with the other totems to check. My uber recon guy is currently running around with Wolf Totem and Griffon Totem, though.
 
I'm not sure this is a bug so much as a probable oversight: Wolf Totem doesn't exclude Griffon Totem. The other non-Griffon totems might not exclude it as well, but I don't have units with the other totems to check. My uber recon guy is currently running around with Wolf Totem and Griffon Totem, though.

I recall Ahwaric mentioning that this was a feature. My best cavalry unit ever had Wolf, Polar Bear, Griffon and Tiger totem all at once. Then he died attacking a scout. :(
 
Animal totems (wolf, lion, bear etc) do not exclude beast totems (beasts + elephants). Beast totems exculde beast & animal totems.

It was meant as a way of allowing units that got weak totem at start a better one later. But it probably should remove the animal totem.

Wolf, Polar Bear, Griffon and Tiger totem all at once are bit much and I thought I have fixed it a few patches ago.
 
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