Orbis Bug Thread (Old)

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Some thoughts after some games:

The Haunted Lands really shouldn't give any benefice except for the scions. Right now, I may want to use them for production/commerce, which is really not flavourful for, say, the Elohim. I don't see how or why they would use haunted lands for commerce. I say lower their yields modifiers (-1,-1,-1) and increases the specific yields modifiers of the Scions for the Haunted Lands (0,2,3).

I noticed one missing txt_key: TXT_KEY_EVENT_SIGN_DAGDA_1. Seemed related to Scions as I couldn't choose the first choice because I wasn't them.

One suggestion: it's great to have that many resources in Orbis but I think we could go a little further giving more benefits for having a resource. For example, when you get Wheat, you get +1:health: and you can then get +1:) (Brewery) and +1:health: (Granary). Livestock and grains are nearly the sole resources to have this kind of mechanic which, I think, is a sort of waste. In a related note, even without this, I think it's relatively easy to accumulate enough resources to raise the population cap. Maybe there isn't enough unhappiness in the world? :p
 
Last time I tried to play online there were some "Out of Sync"-problems. Are they caused by a bug or what as I am not familiar with them :confused:?
 
out of sync means that some players aren't synchronized anymore. This can be caused by many things.

Once you are out of sync you should save and then reload.
 
I was referred to as '[insert leader name here]' or something in that vein by the minor Doviello leader (the one that Ahwaric's using as avatar) when we first met.

Also, has anyone seen any griffons in .24? I don't think I have.
 
I was referred to as '[insert leader name here]' or something in that vein by the minor Doviello leader (the one that Ahwaric's using as avatar) when we first met.

Also, has anyone seen any griffons in .24? I don't think I have.
I did! But they spawned from Aifon Isle :lol:

As for the TXT issue, this is because Jake the Peg used dummy variables like [leader] 'cause he didn't know the true ones. I don't know them either (for now) but it's easy to fix :)
 
swamps/wetlands aren't turned to thundra/snow by illian influence
I decided to leave it as it is. When Jean Elcard incorporates his new tmeperature/prcipitation climate system, I might try to finally fix all the changes.
After killing the first 3, he died. Next turn, the city adjacent to the battle has 4 badly wounded techpriests in it, each of them with the Revived promotion. I'm not sure if this is intended or not, since this is my first game with Mechanos.
The reviving is fine - each unit killed in the city with power plant or near it has 30% chances to be revived (loses some xp and gets revived promo for some time).
But multiplicating is a bug. Or rather was, as I have fixed it for patch B.
Out of curiosity, are the lanun not suppossed to be capable of adopting Order? I founded the order, then leaves spread to one of my "minor" cities, I can adopt leaves but not order. If it matters... order popped in my capital. Playing as Hannah. Dunno if this is a feature, or...
I made Hannah -100 to order (as she is really chaotic...) and I forgot it when I removed all disabling of religion adoption. Will be fixed in patch B (set to -99 religion weight)
I had a bug last night. I tried the Scions out and got one of their character (Themoch?) who had invisibility. I was able to sneak into the Illian territory and start boosting my map, but later the Illians built a fort at a checkpoint and I couldn't get out of their lands.
In addition, I also noted that some of the TXT_KEYs are missing. The No Membership Civic and a few of the leaders I think. I suspect that the No Inflation / No War Weariness hidden game options also require TXT_KEYs.
Need to work on invisibility, he should be able to just move through the checkpoint unseen.
The TXT do not exist at all I think, need to check FfH if any of them got added. Most of them are not much of a preoblem for FfH as minor leraders do not display in pedia. Just need text for them...
One of my warriors tried to explore a lion den, on haunted land, and miscast the spell. This is cool and flavourfull, but he gained the "accuracy" promotion next turn, which is odd.
Yeah, working on it. I mean, the above bug is fixed but whole miscast behaves strange.
After a few bug free games I got the CtD error again. Crashes when moving to turn 303. Since it's always happen around 300 turns on epic speed I assume it's something being built that causes it.
Did not crash for me :confused:
The Haunted Lands really shouldn't give any benefice except for the scions. Right now, I may want to use them for production/commerce, which is really not flavourful for, say, the Elohim.
Good idea. Now that it is possible, it is time to update the haunted lands
In a related note, even without this, I think it's relatively easy to accumulate enough resources to raise the population cap. Maybe there isn't enough unhappiness in the world? :p
Music to my ears :satan:... Now how to change that...
On resources - any ideas what to change/synergies to add?
I was referred to as '[insert leader name here]' or something in that vein by the minor Doviello leader (the one that Ahwaric's using as avatar) when we first met.
Also, has anyone seen any griffons in .24? I don't think I have.
I will try to fix the text.
Griffons and spiders now require techs known by animal civ to spawn (tracking for griffons and hunting for spiders). I think it might need some tweaking, as now they get the techs late and the map is already overpopulated with other animals. I think killing weaker ones will allow griffins to spawn, but some tweaking is needed neverthless
 
Invisible unit who cannot leave through a chokepoint makes sense. Not that they are blocking you, but that you are being forced to try attacking them when you move through. There needs to be some move option for Invis units that lets them not attempt combat against any units unless that unit can see them. Till such a command is available though you can't move an invis unit into an enemy stack, but an enemy stack can move onto your invis unit.

Miscast issue: Did you set up a Global Define for what promotion should be applied to a unit who miscasts? If not, then it would cause issues, I don't think I remembered to prevent it from doing anything if the define isn't proper.

EDIT: Nevermind, it is set up to ignore the Miscast Promotion thing if the define is -1, so I would guess your might be mis-defined somehow
 
I decided to leave it as it is. When Jean Elcard incorporates his new tmeperature/prcipitation climate system, I might try to finally fix all the changes.
One strange things, at least to me, is that it goes Plains -> Grassland -> Tundra.

Good idea. Now that it is possible, it is time to update the haunted lands
I did it in LE .3, mostly to test it myself. I also increased the autospawn value (well, decreased in fact but whatever) so there's more of them spawning. I want them to be damn bothering. I would be scared to be near ghostly lands. I'm even thinking about turning them in Awfully Haunted Lands (or Silent Hills) after a long while, say 100 turns, and make those spawn Ghosts :satan:

Music to my ears :satan:... Now how to change that...
Maybe tie some unhappiness to religion? I think state-religion civs should always get unhappiness from non-state religions in a city, giving a real purpose to Inquisition. Or if you think it's too much, just make it so that evil non-state religions give unhappiness if state religion is good and vice versa. I guess it's somewhat easy to do in the DLL.

Also, can features give unhappiness? If so, I think Haunted Lands should give unhappiness to non-fallow (non-Scions?) civs. Also, Bradeline's Well and some others "bad" UF should give maluses too. Settling near them should upsets people.

Mana should give :mad: too. Not all, of course. But we have Enchantment to give +1:), so either Death or Entropy should give +1:mad: I guess. Usually people are simple beings not really concerned by the gods and all so they don't care if their leaders want to bring the world to destruction, they just don't like to see people dying outside in the streets due to a Wither spell.

Some buildings should have resources requirements too so that you can't build them without. For example, Brewery, which allows Dreptus House, should require either Corn, Rice or Wheat. Smokehouse, Granary and Harbor shouldn't require resources because they have other purposes... or maybe they should. I also like a mod called Vicinity Bonus which make it so that you can decide if the building require the bonus in the vicinity of the city or in the empire. If in the vicinity, the resource is needed somewhere in the fat cross. Ideal mod to emphasize city specialization.

Maybe some resources shouldn't give any benefit at first. For example, Marble could not give +1:) without, say, a temple.

Overall, I think we really have too much health and happiness. Maybe I'm the only one in this case, though?

On resources - any ideas what to change/synergies to add?
Hmm... I think the Forge should also give +1:) to Silver, maybe Gems too. Maybe adding a building for Coffee and Tea. A health bonus for incense.

Griffons and spiders now require techs known by animal civ to spawn (tracking for griffons and hunting for spiders). I think it might need some tweaking, as now they get the techs late and the map is already overpopulated with other animals. I think killing weaker ones will allow griffins to spawn, but some tweaking is needed neverthless
Yes, tweaking needed indeed. I totally forgot about spiders... why? Because I never saw them. Usually their such a painful threat... Now the world is more viable without them :lol:
 
Quote:
Originally Posted by Ahwaric
I decided to leave it as it is. When Jean Elcard incorporates his new tmeperature/prcipitation climate system, I might try to finally fix all the changes.

One strange things, at least to me, is that it goes Plains -> Grassland -> Tundra.

Theory: plains are dry and slightly warmer. A cooler climate more temperate climate results in more rain. Thus greener lands....
 
I started a game as the Amurites minor leader and there was a troll cave near my capital. It took me a while but I finally cleared it, but then there was no way for me to get rid of the Cave...
 
Yes. Drain the swamp and it should disappear.Forevver
 
Is Mahala supposed to only have Raiders and Ingenuity?

Charadon has Barbarian, Charismatic, and Aggressive... just doesn't seem fair, especially since they also get peace with the animals.
 
Patch B is ready. You can get it here
Hope you enjoy the changes.
Yet another strange bug encountered. Orthus is fast. He has no mobility promotions and his movement is shown as 1, yet he moves at least two squares per turn, possibly ignoring terrain penalties while doing so.
He got woodsman II - double movement in forest (and there is plenty of jungles/forests)
Invisible unit who cannot leave through a chokepoint makes sense. Not that they are blocking you, but that you are being forced to try attacking them when you move through. There needs to be some move option for Invis units that lets them not attempt combat against any units unless that unit can see them. Till such a command is available though you can't move an invis unit into an enemy stack, but an enemy stack can move onto your invis unit.
Makes sense. No changes planned then.
Miscast issue: Did you set up a Global Define for what promotion should be applied to a unit who miscasts? If not, then it would cause issues, I don't think I remembered to prevent it from doing anything if the define isn't proper.
EDIT: Nevermind, it is set up to ignore the Miscast Promotion thing if the define is -1, so I would guess your might be mis-defined somehow
Ther game crashed on miscast if I have set the promotion to NONE or -1. But as I did not use miscast promotion, I just removed applying it.
Is Mahala supposed to only have Raiders and Ingenuity?
Charadon has Barbarian, Charismatic, and Aggressive... just doesn't seem fair, especially since they also get peace with the animals.
I guess you are right. Mahala needs some changes to her traits. Also, I think Thessalonika/EnionLogos-Ethne and Breaden the Laconic need change. Next patch then.
 
He got woodsman II - double movement in forest (and there is plenty of jungles/forests)
:crazyeye:

Regarding resources, I made a list of resources that are not used by a building, corporation or unit, and are not mana or give more than +1 of something. Banana, Ivory, Pearls, Razorweed, Sheut Stone, Sugar, Whale.

Sugar could get +1 :) from Brewery, to represent rum brewing. I think we should also have a Jeweler building that uses ivory, pearls, gold, gems and silver.

I also disagree with Opera's opinions on mana. I don't think any of the mana types should have a negative consequence, it's unnecessaryly punishing the player for using certain mana types.
 
Regarding resources, I made a list of resources that are not used by a building, corporation or unit, and are not mana or give more than +1 of something. Banana, Ivory, Pearls, Razorweed, Sheut Stone, Sugar, Whale.
Do we see that much Razorweed and Sheut Stone? What are they? Is cotton used?

Sugar could get +1 :) from Brewery, to represent rum brewing. I think we should also have a Jeweler building that uses ivory, pearls, gold, gems and silver.
Well, there's the forge that uses gold already. Maybe the Jewelry could use ivory, pearls and patrian artifacts and the forge gold, gems and silver?

I also disagree with Opera's opinions on mana. I don't think any of the mana types should have a negative consequence, it's unnecessaryly punishing the player for using certain mana types.
Well, I think using Entropy needs punishment :lol:
 
Uh... I'm using patch A, but, is Alcinus supposed to die permanently when he's killed? Because, he seems to have. He was Barbarian the moment I researched Knowledge of the Ether, and he was right beside my capital... I killed him with an Honored Band and haven't seen him since.
 
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