Orbis Bug Thread (Old)

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It's just a minor issue but currently, the Hansa's customs house could theoretically be built in inland cities if you somehow had a harbour already. Obviously it should either require a coastal city or, what I would prefer instead, require a harbour in any city of your empire. Kind of like the cathedral from the architects works, only on a 1:1 basis.

I'm currently playing a game where I only have one coastal settlement (as Kuriotates) which I must obviously specialise as a naval base rather than a trading post, so seeing the customs house being greyed out in my main trade city was kind of a downer. It was pretty much the only reason i got the guild in the first place. Well other than, xp for airships :D
 
The patch has worked very well for me, but i noticed that at some point in my game i stopped being able to access worldbuilder. It's turn 218, and I remember getting into worldbuilder around turn 160 maybe. Does worldbuilder normally shut off after a certain point in the game?
Here's the save
 

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Like I said my only real concern at this point is that the AI has a lot of trouble dealing with both the 3 food requirement and the more powerful animals; the combination tends to mean 75% of the civs I encounter have between 1-3 cities no matter how far into the game it is.
It should improve in 23 e. Well, after I get my hands on working source files and be able to update to FfH 0.41b (and BtS 3.19)
How does Orbis interact with the various maps? I tried a couple games on older maps rather than Creation or Erebus and the number and strength of animals seems vastly less. Or just a result of the way the Erebus and Creation maps end up with little pockets surrounded by mountain peaks?
Barbarians seems way less prevalent as well than in Creation/Erebus.
The amount of animals and barbarians (also demons) depends on unowned tiles (water for water animals, land for everyone else). Erebus and creation get quite a lot of land tiles for the map size and standard number of civs, so it takes longer before the terrain is claimed (mountains add to that factor, too), thus allowing more animals/barbs.
Running 23D, on turn 172 my game was waiting for other civilizations in perpetuity. I let it run for 15 minutes and never advanced to the next turn.
Looking for the cause. So far, no luck :(
I don't know what the problem is but whenever I try to play a Decius scenario (into the desert and wages of sin) it wont even start. I also don't know if there is a problem with any of the other scenarios.
I am sorry, some scenarios are broken in 23 and due to barbarian problems I had no time to check them all. I will fix it in 23 e
I'm currently playing a game where I only have one coastal settlement (as Kuriotates) which I must obviously specialise as a naval base rather than a trading post, so seeing the customs house being greyed out in my main trade city was kind of a downer. It was pretty much the only reason i got the guild in the first place. Well other than, xp for airships :D
Well, hansa is a naval trading company, so requires harbor. But with zeppelins and airships, naval does not have to mean sea side... I will try to allow it for river ports and maybe add some kind of zeppelin/airship port.
On the other hand, lower trade income from landlocked cities does make certain sense ;)
The patch has worked very well for me, but i noticed that at some point in my game i stopped being able to access worldbuilder. It's turn 218, and I remember getting into worldbuilder around turn 160 maybe. Does worldbuilder normally shut off after a certain point in the game?
Here's the save
It should work fine the whole game. I ma having problems checking saves right now (my files are halfway to 23e and I have alrerady updated BtS to 3.19), but will try to check what the problem is.
 
It should work fine the whole game. I ma having problems checking saves right now (my files are halfway to 23e and I have alrerady updated BtS to 3.19), but will try to check what the problem is.

Does this mean 23e will be 3.19 compatible?
 
Does this mean 23e will be 3.19 compatible?

I certainly hope so. Actually, I have already updated the source files (took some time :( ), but have problems compiling them to test and then release.
Anyway, the question is not if (yes!), but when (no idea, but hopefully just a few days tops).
 
Has anyone been having trouble with the monsoon spell? I built half my cities in the desert thinking monsoon would save them and the spell did nothing.
 
Well, hansa is a naval trading company, so requires harbor.
On the other hand, lower trade income from landlocked cities does make certain sense ;)
Well, that's more of a problem due to the current implementation of trade routes in the game. Normally, a customs house would affect all trade moving through the harbour - not just that which starts or ends in its own city. Now I do think this is more of an issue with Kuriotates settlements serving an inland city, IMHO they are nothing more than transfer points, so it would make sense if you could place the customs house where you want it to actually affect trade profits, as long as you had sea access (without it you cannot even found/spread Hansa anyways).

A related question: Can a building's effect be scaled depending on how many other buildings of a certain type are present? That way, a customs house's worth could be made to rely on the amount of harbours in your empire.
 
Oh yeah, and speaking of not being able to choose, how fan you select "digdigdigdigdig" option in buried Patrian ruins under your city?

Yes, I've never been able to use this option for awhile now, even in cities that have enough population to make it worth it.
 
I certainly hope so. Actually, I have already updated the source files (took some time :( ), but have problems compiling them to test and then release.

Anyway, the question is not if (yes!), but when (no idea, but hopefully just a few days tops).

Good! Since 'my' computer is having issues, I've been forced to play on our 'main' computer which has steam so I'm 3.19 compatible whether I liked it or not. Oh well, got a lot of time with the Planetfall mod in I guess:twitch:.
 
Processes (produce scence, culture, wealth) now give 100% of the yield, not 50%
...
Silenced Loki's puppets

Loki's puppet are silent YAY!

Process yields: Have you thought of tying these to multiple techs, so that they improve as the game goes on.

Wealth I (Wealth): No tech Requirement, converts 25% hammers to Gold.
Wealth II (Commerce): Tech Reqt: Mathematics. As Normal.
Wealth III (Liquidity): Tech Reqt: Guilds, convert 100% (75%?) Hammers to Gold.

I'm not an economist and I daresay someone more educated in such matters can come up with more appropriate names than I.

Also, what about a "Civic Projects" Process that split your hammers equally amongst Gold, Science, Culture and Espionage.
 
I try to play scion several time, but after some turn it always come to never ending loop :sad:. Usually after I adopt God King. It rarely happen with other civilization. Then I move to Mazatl, but the animal (griffon) start to hunt my worker :cry:.

Btw, thank's for incorporating some Enhance Coastal City mods :D.
 
I used to love this modmod, but since patching the BtS to 3.19 so that FFH could be patched to current and then patched this baby up to current I can't even launch the game. It doesn't even get to a loading screen. Just CTD!
 
Process yields: Have you thought of tying these to multiple techs, so that they improve as the game goes on.
That would be nice, but so far, no idea how to make that happen. Well, I have, but it would lead to all 3 processess avaliable at once. Multiply it by 4 (for every commerce type...) and you got 12...
But it scales anyway, as it adds your real production, which obviously increases in late game, and that is the only time I use it anyway. Also, would anyone use 25% conversion?
I think I will probably reduce the convrsion to 75%, 100% can be a bit much. What do you think?
I try to play scion several time, but after some turn it always come to never ending loop :sad:. Usually after I adopt God King. It rarely happen with other civilization. Then I move to Mazatl, but the animal (griffon) start to hunt my worker :cry:.
Btw, thank's for incorporating some Enhance Coastal City mods :D.
Sorry for not dropping by to say a few words (wanted to check all the changes and had not the time for it...) on your mod, but I really appreciate it. I am going to include more of the changes (though of course not all)
Griffins will be fixed in the next patch (well, currently they are fixed so hard I have to make sure they ever spawn ;) ). And I really need to check Scions spawning code, thanks for detailed report, gave me some clues where to look.
that's because orbis isn't patched to 3.19 yet, it will be in the next patch
Exactly. I have updated my files already, but I need to add some art first (plenty of promotions for spies, want to make cove line improvements to look different at each stage etc.).
But my main concern is that 3.19 does not have the function to add new traits (well, not in the old form anyway). It breaks adaptative and insane traits, minor leaders are stuck at minor and republic votes do not work.
Quite serious problem and I want to wait for Kael to fix it before releasing next version (will take a look myself, too), as there are quite a lot of reports in the FfH bug thread already. But the plus thing is, I am packing more stuff in in that time.
 
That's a big issue... And I'm waiting 0.23e in order to release my own .3 :lol:
By the way, I really like the changes you're adding in this patch, Ahwaric. I'm totally excited! I may get rid of python beelines if your changes are better... even though I like my religions' beelines... Well, anyway, really good :goodjob:
 
I do the changes for early techs mostly, and I want to get rid of all prefered tecvhs that go outside ancient era. I.e. Varn is severly handicapped as he is set to research honor right from the start. I am going to either lower the AI bonus for researching prefered techs, or rather limit it to early ones and do religion beeline in python, as it allows for more prerequisites before firinbg.
 
That would be nice, but so far, no idea how to make that happen. Well, I have, but it would lead to all 3 processess avaliable at once. Multiply it by 4 (for every commerce type...) and you got 12...
But it scales anyway, as it adds your real production, which obviously increases in late game, and that is the only time I use it anyway. Also, would anyone use 25% conversion?
I think I will probably reduce the convrsion to 75%, 100% can be a bit much. What do you think?

75% sounds better, 100% seemed somewhat drastic . I think a "Civic Projects / No Build" Process with no tech requirement that divides your hammer output fourways (15% each). That way, if you desperately need, say, Espionage and haven't researched the tech for it, you still have the capacity to produce some in a pinch.
 
75% sounds better, 100% seemed somewhat drastic . I think a "Civic Projects / No Build" Process with no tech requirement that divides your hammer output fourways (15% each). That way, if you desperately need, say, Espionage and haven't researched the tech for it, you still have the capacity to produce some in a pinch.
Yeah, I copied the change from SuperSpies mod, but then decided it is too much myself.
The process you propose is doable, but I am not sure if usefull. And I do not like not usefull features.
Culture requires drama, writing gives science, mathemetics is for gold and poisons for espionage. All quite early techs so the processes are easily accessible. Also, I prefer to specialize cities and give player means to do it.

Not to start espionage discussion here, I will continue with some ideas in the right thread.
 
Here's one with 0.23d that I'm fairly confident in at this point. The AI doesn't seem to use Alcinus to build the Thaumaturge's keep anymore. It did in past versions, but the last two games I've played in which the Scions were opponents I have ended up with the Keep because eventually Alcinus gets reborn in my civ's capital and nobody has built the Keep yet. So I do.

We're not talking right near the beginning so maybe they just didn't have time to build the keep, we're talking 300 turns into the game when the Scions have a whole bunch of cities. As I said, it's happened a couple games in a row so I think it's probably an issue.
 
I have noticed the same endless waiting at the end of a turn as barak.

I do the changes for early techs mostly, and I want to get rid of all prefered tecvhs that go outside ancient era. I.e. Varn is severly handicapped as he is set to research honor right from the start. I am going to either lower the AI bonus for researching prefered techs, or rather limit it to early ones and do religion beeline in python, as it allows for more prerequisites before firinbg.

I think prefered techs should be getting a bonus anyway, it just makes sense.. a nation like the lanun, being al connected to the sea and stuff, would logically come up with innovation's for the sea-life more easy, then a mountain oriënted nation would. So i guess you could add the bonus not only for the AI, but aswell for the player
 
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